48 Commits

Author SHA1 Message Date
1222d39fdf Elo system update 2026-04-29 13:10:00 +07:00
ed86fface3 Update 2026-04-29 02:31:15 +07:00
21c999a904 Update 2026-04-29 01:04:28 +07:00
29888fadfa Update 2026-04-28 22:35:03 +07:00
645f89b352 Merge branch 'main' of https://scove-vault.duckdns.org/scove/HALLUCINATION 2026-04-28 19:04:19 +07:00
6a5baedced Update 2026-04-28 19:04:09 +07:00
9484f1f1d4 Update 2026-04-28 18:49:05 +07:00
f4f345b412 Update UI Setting Overlay Screen 2026-04-28 13:16:47 +07:00
c2671e8e87 Update 2026-04-28 13:07:52 +07:00
8e6643beaf Update 2026-04-28 11:35:49 +07:00
99f2b0621a UPdate 2026-04-28 11:03:57 +07:00
3bbc623b2d Update 2026-04-28 10:48:04 +07:00
f925c61277 Update 2026-04-28 10:44:22 +07:00
0ac5256b40 Update 2026-04-28 10:25:34 +07:00
ad03c1fefa Update Correctly run UI 2026-04-28 10:21:28 +07:00
6d5a9a4e5b Update 2026-04-28 10:11:28 +07:00
252489f48a Update 2026-04-28 00:07:42 +07:00
Lucastaa
469f0568a4 Merge branch 'main' of https://scove-vault.duckdns.org/scove/HALLUCINATION 2026-04-27 18:50:34 +07:00
Lucastaa
359fb55cb8 Change 2026-04-27 18:49:54 +07:00
1421e74610 Merge branch 'main' of https://scove-vault.duckdns.org/scove/HALLUCINATION 2026-04-27 17:01:54 +07:00
e8c4fe1889 lặt vặt 2026-04-27 17:01:53 +07:00
e051667037 Update 2026-04-27 16:37:06 +07:00
dbc0b13a06 Update 2026-04-27 16:15:59 +07:00
manhduyhoang90
d7c1b2f6b1 Merge branch 'main' of https://scove-vault.duckdns.org/scove/HALLUCINATION 2026-04-27 15:48:30 +07:00
manhduyhoang90
38161bbfd6 Merge branch 'main' of https://scove-vault.duckdns.org/scove/HALLUCINATION 2026-04-27 15:48:21 +07:00
c259531fcc Update 2026-04-27 15:48:17 +07:00
manhduyhoang90
f39dd9a762 asdasdasd 2026-04-27 15:48:01 +07:00
d075d4d861 Upd 2026-04-27 13:27:40 +07:00
b7436b299b Update 2026-04-26 05:20:47 +07:00
a6891ab5b8 Update 2026-04-26 05:02:49 +07:00
5b22d31259 Update 2026-04-26 04:39:59 +07:00
Lucastaa
a289a447f8 Merge branch 'main' of https://github.com/Scove-Metalreal/temp 2026-04-26 00:59:50 +07:00
Lucastaa
966642bdcd update 2026-04-26 00:27:56 +07:00
fdb2460c3b Update 2026-04-26 00:27:35 +07:00
32c598da8b Remove FusionHub editor assets and update workspace
Delete unused FusionHub editor images and their .meta files, remove several shaders and test prefabs from Assets, and update .idea/.idea.HALLUCINATE/.idea/workspace.xml (cleanup changelist entries and adjust a workItem duration). Also apply modifications to Assets/Scove/UIScaleTest.unity and Assets/Scripts/UI/UIManager.cs. This cleans up editor-only/unused resources and updates the project workspace to reflect those removals.
2026-04-25 19:24:41 +07:00
034b9599f3 Update 2026-04-25 18:20:16 +07:00
62cdf7c754 Update 2026-04-23 23:09:54 +07:00
manhduyhoang90
133f2de285 Merge branch 'main' of https://scove-vault.duckdns.org/scove/HALLUCINATION 2026-04-23 08:56:51 +07:00
manhduyhoang90
fb50541036 update: basicspawner( => random) 2026-04-23 08:56:35 +07:00
Lucastaa
e57c2638cd New UI 2026-04-23 08:09:50 +07:00
1e2b7a0dd2 Update 2026-04-22 00:29:09 +07:00
8de65bb527 Update 2026-04-21 23:28:49 +07:00
3a687a4d58 Refactor maze scripts: namespaces & cleanup
Move Maze-related scripts into the Hallucinate.GameSetup.Maze namespace and perform a broad refactor and cleanup. Make MapLocation a readonly struct, add Corridor/Wall/Path constants, and convert Maze into a clearer base class with serialized fields (width, depth, scale, mapParentObject), proper initialization, virtual Generate, and safer DrawMap behavior. Update neighbor-count helpers, tighten method visibility, and improve algorithm implementations (Crawler, Prims, Recursive, Wilsons) to use the new constants and more robust logic (including logging and loop guards). Add a Fisher–Yates Shuffle extension with a static RNG under Hallucinate.GameSetup.Maze.Extensions. Also update IDE metadata (.idea encodings.xml and workspace.xml) to record file encodings and some project settings.
2026-04-21 21:44:26 +07:00
d2e3dbf653 Update 2026-04-18 21:37:16 +07:00
1d65734ec9 Update 2026-04-18 21:35:36 +07:00
Lucastaa
110e1dc6b6 Push new image 2026-04-18 13:46:24 +07:00
Lucastaa
7ff51a21a0 Create new scene 2026-04-17 23:12:38 +07:00
Lucastaa
31ad3c63ff Create a new scene 2026-04-17 22:52:46 +07:00
788 changed files with 60290 additions and 17457 deletions

2
.gitignore vendored
View File

@@ -73,3 +73,5 @@ crashlytics-build.properties
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
Assets/Settings/Project Setting/FirebaseConfig.asset
Assets/Settings/Project Setting/FirebaseConfig.asset.meta

View File

@@ -1,4 +1,9 @@
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<file url="file://$PROJECT_DIR$/Assets/Scripts/GameSetup/Maze/Extensions.cs" charset="ISO-8859-1" />
<file url="file://$PROJECT_DIR$/Assets/Scripts/GameSetup/Maze/Wilsons.cs" charset="ISO-8859-1" />
</component>
</project>

View File

@@ -5,18 +5,26 @@
</component>
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<option name="SHOW_DIALOG" value="false" />
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@@ -24,21 +32,24 @@
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@@ -99,7 +110,7 @@
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@@ -0,0 +1,4 @@
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@@ -0,0 +1,8 @@
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6
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@@ -44,12 +44,50 @@ namespace OnlyScove.Scripts
private float CurrentPositionSmoothTime => _currentViewMode == CameraViewMode.FirstPerson ? fpvPositionSmoothTime : positionSmoothTime;
private float CurrentRotationSmoothTime => _currentViewMode == CameraViewMode.FirstPerson ? fpvRotationSmoothTime : rotationSmoothTime;
// Public properties for UI binding
public float Sensitivity => rotationHandler != null ? GetPrivateSensitivity() : 1f;
public bool InvertX => rotationHandler != null ? GetPrivateInvertX() : false;
public bool InvertY => rotationHandler != null ? GetPrivateInvertY() : false;
private float GetPrivateSensitivity()
{
var field = typeof(CameraRotationHandler).GetField("sensitivity", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
return field != null ? (float)field.GetValue(rotationHandler) : 0.1f;
}
private bool GetPrivateInvertX()
{
var field = typeof(CameraRotationHandler).GetField("invertX", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
return field != null ? (bool)field.GetValue(rotationHandler) : false;
}
private bool GetPrivateInvertY()
{
var field = typeof(CameraRotationHandler).GetField("invertY", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
return field != null ? (bool)field.GetValue(rotationHandler) : false;
}
public void SetFOV(float value)
{
tpvBaseFOV = value;
if (_currentViewMode == CameraViewMode.ThirdPerson && !_inTransition)
{
_cam.fieldOfView = value;
}
}
private void OnEnable()
{
if (inputReader != null)
{
inputReader.OnToggleViewEvent += ToggleCameraView;
}
if (SettingsManager.Instance != null)
{
SettingsManager.Instance.OnSettingsChanged += ApplyGlobalSettings;
ApplyGlobalSettings();
}
}
private void OnDisable()
@@ -58,6 +96,28 @@ namespace OnlyScove.Scripts
{
inputReader.OnToggleViewEvent -= ToggleCameraView;
}
if (SettingsManager.Instance != null)
{
SettingsManager.Instance.OnSettingsChanged -= ApplyGlobalSettings;
}
}
private void ApplyGlobalSettings()
{
if (SettingsManager.Instance == null || SettingsManager.Instance.Settings == null) return;
var settings = SettingsManager.Instance.Settings;
// Note: Since I cannot modify CameraRotationHandler.cs, I am using reflection
// to fulfill the "apply these values dynamically" requirement without changing the file.
// This is a workaround requested by the user's constraint.
var type = typeof(CameraRotationHandler);
type.GetField("sensitivity", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)?.SetValue(rotationHandler, settings.sensitivity * 0.1f);
type.GetField("invertX", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)?.SetValue(rotationHandler, settings.invertX);
type.GetField("invertY", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)?.SetValue(rotationHandler, settings.invertY);
SetFOV(settings.fieldOfView);
}
private void Start()
@@ -138,7 +198,7 @@ namespace OnlyScove.Scripts
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref _currentVelocity, CurrentPositionSmoothTime) + shakeManager.ShakeOffset;
}
private void ToggleCameraView()
public void ToggleCameraView()
{
if (_inTransition) return; // Prevent multiple toggles during transition

View File

@@ -16,16 +16,23 @@ namespace OnlyScove.Scripts
public void HandleSideBias(InputReader inputReader)
{
if (inputReader == null) return;
float targetBias = 0f;
if (useSideBias)
if (SettingsManager.Instance != null && SettingsManager.Instance.Settings != null)
{
float targetBias = -inputReader.MoveInput.x * horizontalBiasAmount;
// Fixed offset based on settings
targetBias = SettingsManager.Instance.Settings.sideBiasRight ? horizontalBiasAmount : -horizontalBiasAmount;
}
if (useSideBias && inputReader != null)
{
// Optionally combine with movement-based bias if desired,
// but following requirement "Toggling the camera offset between Left/Right"
_currentSideBias = Mathf.Lerp(_currentSideBias, targetBias, biasSmoothTime * Time.deltaTime);
}
else
{
_currentSideBias = 0;
_currentSideBias = Mathf.Lerp(_currentSideBias, 0, biasSmoothTime * Time.deltaTime);
}
}
}

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
#if false
using System.Collections.Generic;
using Fusion;
using TMPro;
using UnityEngine;
@@ -8,16 +9,13 @@
public class _LobbyManager : MonoBehaviour
{
public GameObject lobbyPanel;
public GameObject characterSelectionPanel;
public _BasicSpawner spawner;
[Header("Character Selection")] public TMP_InputField playerNameInput;
public Image[] characterPreviewImages;
public int selectedCharacterIndex = 0;
[Header("Room List")] public GameObject roomListParent;
public GameObject roomListItemPrefab;
@@ -27,24 +25,13 @@
async void Start()
{
lobbyPanel.SetActive(false);
characterSelectionPanel.SetActive(true);
OnSelectCharacter(selectedCharacterIndex);
spawner = FindFirstObjectByType<_BasicSpawner>();
await spawner.StartLobby();
}
public void OnSelectCharacter(int index)
{
selectedCharacterIndex = index;
// update preview images
for (var i = 0; i < characterPreviewImages.Length; i++)
{
characterPreviewImages[i].color = (i == index)
? Color.green
: Color.white;
}
}
public void OnNextButton()
{
@@ -59,13 +46,13 @@
var _profile = new _PlayerProfile()
{
Name = playerName,
Class = (_CharacterClass)selectedCharacterIndex
};
spawner.SetLocalPlayerProfile(_profile);
// đưa lên host để tạo player object, ở đây tạm thời chỉ log ra console
Debug.Log($"Player Name: {_profile.Name}, Class: {_profile.Class}");
Debug.Log($"Player Name: {_profile.Name}, Class: {_profile.Role}");
// chuyển sang lobby panel
characterSelectionPanel.SetActive(false);
lobbyPanel.SetActive(true);
}
@@ -110,4 +97,5 @@
// tạo phòng mới với tên đã nhập
await spawner.StartHost(roomName, SceneRef.FromIndex(1));
}
}
}
#endif

View File

@@ -1,6 +1,12 @@
using Fusion;
using UnityEngine;
public partial struct _PlayerInputData : INetworkInput
namespace OnlyScove.Scripts
{
public float direction;
}
public struct PlayerInputData : INetworkInput
{
public Vector2 Direction;
public NetworkBool sprint;
public Quaternion rot;
}
}

View File

@@ -5,274 +5,196 @@ using System.Threading.Tasks;
using Fusion;
using Fusion.Sockets;
using UnityEngine;
using OnlyScove.Scripts;
// ghi nhận các input của người chơi, ở đây chỉ có hướng di chuyển
public class _BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
namespace Hallucinate.UI
{
private NetworkRunner _runner { get; set; }
public class _BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
{
private NetworkRunner _runner { get; set; }
public _LobbyManager LobbyManager;
public event Action<List<SessionInfo>> OnSessionListUpdatedEvent;
public event Action<string> OnShutdownEvent;
public event Action OnJoinStartedEvent;
public event Action OnJoinFailedEvent;
private void Awake()
{
if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
DontDestroyOnLoad(gameObject);
}
private void Awake()
{
// dont destroy this object when loading new scenes
if(_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
DontDestroyOnLoad(gameObject);
}
// thông tin profile của player local, sẽ được tạo ra từ lobby và gửi lên host để tạo player object, ở đây tạm thời chỉ tạo 1 profile mặc định
public _PlayerProfile LocalPlayerProfile { get; private set; }
public void SetLocalPlayerProfile(_PlayerProfile _profile)
{
LocalPlayerProfile = _profile;
}
// start lobby
public async Task StartLobby()
{
if(_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
_runner.ProvideInput = true;
_runner.AddCallbacks(this);
var result = await _runner.JoinSessionLobby(SessionLobby.ClientServer);
if (result.Ok)
public _PlayerProfile LocalPlayerProfile { get; private set; }
public void SetLocalPlayerProfile(_PlayerProfile _profile)
{
Debug.Log("Joined lobby successfully!");
LocalPlayerProfile = _profile;
}
else
{
Debug.LogError($"Failed to join lobby: {result.ShutdownReason}");
}
}
// tạo phòng
public async Task StartHost(string sessionName, SceneRef scene)
{
var result = await _runner.StartGame(new StartGameArgs()
{
GameMode = GameMode.Host,
SessionName = sessionName,
Scene = scene,
PlayerCount = 2,
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
});
if (result.Ok)
{
Debug.Log("Started host successfully!");
}
else
{
Debug.LogError($"Failed to start host: {result.ShutdownReason}");
}
}
// tham gia phòng
public async Task StartClient(string sessionName)
{
var result = await _runner.StartGame(new StartGameArgs()
{
GameMode = GameMode.Client,
SessionName = sessionName,
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
});
if (result.Ok) {
Debug.Log("Started client successfully!");
}
else {
Debug.LogError($"Failed to start client: {result.ShutdownReason}");
}
}
public void OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player)
{
}
public async Task StartLobby()
{
if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
_runner.ProvideInput = true;
_runner.AddCallbacks(this);
var result = await _runner.JoinSessionLobby(SessionLobby.ClientServer);
if (!result.Ok) Debug.LogError($"Failed to join lobby: {result.ShutdownReason}");
}
public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player)
{
}
[SerializeField] private NetworkPrefabRef _playerPrefab;
private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
public async Task StartHost(string sessionName, string password = null)
{
OnJoinStartedEvent?.Invoke();
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
{
// nếu là host
if (runner.IsServer)
var customProps = new Dictionary<string, SessionProperty>();
if (!string.IsNullOrEmpty(password))
{
Vector2 spawnPosition;
customProps.Add("pw", password);
}
if (player == runner.LocalPlayer)
{
spawnPosition = new Vector2(-8, 0);
}
else
{
spawnPosition = new Vector2(8, 0);
}
// Create a unique position for the player
// var spawnPosition = new Vector2(Random.Range(0, 5), Random.Range(0, 5));
var networkPlayerObject = runner.Spawn(
_playerPrefab,
spawnPosition,
Quaternion.identity,
player);
// Keep track of the player avatars for easy access
_spawnedCharacters.Add(player, networkPlayerObject);
// if (runner.ActivePlayers.Count() == 2 && !_ballStarted)
// {
// var ball = FindFirstObjectByType<Ball>();
// ball.Launch();
// _ballStarted = true;
// }
}
Debug.Log("Player joined: " + player + ", is local player: " + (player == runner.LocalPlayer));
if (player == runner.LocalPlayer)
{
var pdm = FindFirstObjectByType<_PlayerDataManager>();
if (pdm == null) return;
var metaData = new _PlayerMetaData()
var result = await _runner.StartGame(new StartGameArgs()
{
Name = LocalPlayerProfile.Name,
Class = LocalPlayerProfile.Class,
};
pdm.RPC_UpdatePlayerMetaData(player, metaData);
}
}
GameMode = GameMode.Host,
SessionName = sessionName,
SessionProperties = customProps,
PlayerCount = 2,
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
});
public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
{
if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject))
{
runner.Despawn(networkObject);
_spawnedCharacters.Remove(player);
if (runner.IsServer)
if (!result.Ok)
{
runner.Shutdown();
Debug.LogError($"Failed to start host: {result.ShutdownReason}");
OnJoinFailedEvent?.Invoke();
}
}
}
private bool IsGameReady(NetworkRunner runner)
{
return runner.ActivePlayers.Count() >= 2;
}
public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)
{
Debug.Log("Game shutdown: " + shutdownReason);
UnityEngine.SceneManagement.SceneManager.LoadScene("Lobby");
}
public void OnDisconnectedFromServer(NetworkRunner runner, NetDisconnectReason reason)
{
}
public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token)
{
}
public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason)
{
}
public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message)
{
}
public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data)
{
}
public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress)
{
}
public void OnInput(NetworkRunner runner, NetworkInput input)
{
// collect the input and send it to the runner, which will then be sent to the server and other clients
var data = new _PlayerInputData();
data.direction = Input.GetAxis("Vertical");
input.Set(data);
}
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input)
{
}
public void OnConnectedToServer(NetworkRunner runner)
{
}
// khi có update về danh sách phòng,
// ví dụ khi có phòng mới được tạo hoặc phòng bị xóa,
// host sẽ gửi update này cho tất cả client trong lobby
public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
{
Debug.Log("Session list updated, total sessions: " + sessionList.Count);
LobbyManager.DisplayRoomList(sessionList);
}
public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data)
{
}
public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken)
{
}
public void OnSceneLoadDone(NetworkRunner runner)
{
}
public void OnSceneLoadStart(NetworkRunner runner)
{
}
public void DespawnGO(NetworkObject networkObject)
{
if (_runner != null && networkObject != null)
public async Task StartClient(string sessionName, string password = null)
{
_runner.Despawn(networkObject);
}
}
OnJoinStartedEvent?.Invoke();
public NetworkObject SpawnGO(NetworkPrefabRef prefabRef, Vector2 position,Quaternion rotation, PlayerRef owner = default)
{
if (_runner != null)
{
return _runner.Spawn(prefabRef, position, rotation, owner);
var result = await _runner.StartGame(new StartGameArgs()
{
GameMode = GameMode.Client,
SessionName = sessionName,
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
});
if (!result.Ok)
{
Debug.LogError($"Failed to join client: {result.ShutdownReason}");
OnJoinFailedEvent?.Invoke();
}
}
return null;
[SerializeField] private NetworkPrefabRef _playerPrefab;
private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
{
if (player == runner.LocalPlayer)
{
var pdm = FindFirstObjectByType<_PlayerDataManager>();
if (pdm != null)
{
var metaData = new _PlayerMetaData()
{
Name = LocalPlayerProfile.Name,
Role = LocalPlayerProfile.Role,
IsReady = false
};
pdm.RPC_UpdatePlayerMetaData(player, metaData);
}
}
}
public void StartGame()
{
if (_runner.IsServer)
{
_runner.LoadScene("Main Scene");
}
}
public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
{
if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject))
{
runner.Despawn(networkObject);
_spawnedCharacters.Remove(player);
if (runner.IsServer) runner.Shutdown();
}
}
public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)
{
OnShutdownEvent?.Invoke(shutdownReason.ToString());
}
public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
{
OnSessionListUpdatedEvent?.Invoke(sessionList);
}
public void OnInput(NetworkRunner runner, NetworkInput input)
{
var data = new PlayerInputData();
// Try to get input from the local player's InputReader
if (PlayerStateMachine.Local != null && PlayerStateMachine.Local.Input != null)
{
var inputReader = PlayerStateMachine.Local.Input;
data.Direction = inputReader.MoveInput;
data.sprint = inputReader.IsSprintHeld;
if (PlayerStateMachine.Local.Cam != null)
{
data.rot = PlayerStateMachine.Local.Cam.PlanarRotation;
}
}
else
{
// Fallback to basic input if player not spawned or InputReader missing
data.Direction = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
data.sprint = Input.GetKey(KeyCode.LeftShift);
}
input.Set(data);
}
public void OnConnectedToServer(NetworkRunner runner) { }
public void OnDisconnectedFromServer(NetworkRunner runner, NetDisconnectReason reason) { }
public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) { }
public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { }
public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message) { }
public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data) { }
public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) { }
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }
public void OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data) { }
public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) { }
public void OnSceneLoadDone(NetworkRunner runner)
{
string currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
if (runner.IsServer && currentSceneName == "Main Scene")
{
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);
_spawnedCharacters.Add(player, networkPlayerObject);
}
}
if (currentSceneName == "Main Scene")
{
if (UIManager.Instance != null) UIManager.Instance.OnGameStarted();
}
else if (currentSceneName == "Lobby" || currentSceneName == "Menu")
{
if (UIManager.Instance != null) UIManager.Instance.OnBackToMenu();
}
}
public void OnSceneLoadStart(NetworkRunner runner) { }
}
}

View File

@@ -0,0 +1,30 @@
using Fusion;
using UnityEngine;
public class _PlayerData : NetworkBehaviour
{
[Networked]
public _Role PlayerRole { get; set; }
public override void Spawned()
{
if (Object.HasInputAuthority)
{
SetupByRole(PlayerRole);
}
}
void SetupByRole(_Role role)
{
if (role == _Role.Seeker)
{
Debug.Log("I am Seeker");
// bật flashlight
}
else
{
Debug.Log("I am Trapper");
// bật trap UI
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 96ce77b74a34e7440a0b54af32c6d402

View File

@@ -5,24 +5,30 @@ using UnityEngine;
public struct _PlayerMetaData : INetworkStruct
{
public NetworkString<_16> Name;
public _CharacterClass Class;
public _Role Role;
public NetworkBool IsReady;
}
public class _PlayerDataManager : NetworkBehaviour
{
// biến này của Fusion sẽ tự động đồng bộ giữa các client và host,
// khi có thay đổi sẽ tự động cập nhật ở tất cả các bên
[Networked]
public NetworkDictionary<PlayerRef, _PlayerMetaData> Players => default;
// RPC: phương thức này sẽ được gọi từ client hoặc
// host để cập nhật thông tin player, sau đó sẽ được gửi
// đến state authority (host) để xử lý và đồng bộ lại cho tất cả các client
[Rpc(RpcSources.All, RpcTargets.StateAuthority)]
public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)
{
Players.Set(playerRef, metaData);
}
[Rpc(RpcSources.All, RpcTargets.StateAuthority)]
public void RPC_SetReady(PlayerRef playerRef, bool ready)
{
if (Players.TryGet(playerRef, out var data))
{
data.IsReady = ready;
Players.Set(playerRef, data);
}
}
public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)
{

View File

@@ -2,19 +2,19 @@ using Fusion;
using TMPro;
using UnityEngine;
public enum _CharacterClass
public enum _Role
{
Blue,
Red
Seeker,
Trapper
}
public struct _PlayerProfile
{
public string Name;
public _CharacterClass Class;
public _Role Role;
}
public class PlayerInfo : NetworkBehaviour
public class _PlayerInfo : NetworkBehaviour
{
[Networked] public string playerName { get; set; }
@@ -37,7 +37,7 @@ public class PlayerInfo : NetworkBehaviour
if (playerDataManager.TryGetPlayerMetaData(Object.InputAuthority, out var metadata))
{
var name = metadata.Name;
var charClass = metadata.Class;
var charClass = metadata.Role;
nameText.text = $"{name} ({charClass})";

View File

@@ -0,0 +1,97 @@
Elo Rating System
AI Handoff Specification — Hallucinate Game
1. B?i c?nh & M?c tiêu
Game Hallucinate là game PvP online 1v1 (real-time), dùng Photon Fusion / Unity Relay làm backend m?ng. H? th?ng Elo ???c yêu c?u ?? x?p h?ng ng??i ch?i sau m?i tr?n solo, hi?n th? trên màn hình Profile và ?i?u ph?i matchmaking.
Yêu c?u c?t lõi:
• Tính toán Elo sau m?i tr?n 1v1 hoàn thành
• K-factor ??ng theo s? tr?n và rating hi?n t?i
• Persist rating lên server (không ?? client t? tính)
• Tr? v? rating m?i cho c? 2 ng??i ch?i sau tr?n
• Hi?n th? lên ProfileController.cs qua data binding
2. Công th?c Elo
2.1. Expected Score
E(A) = 1 / (1 + 10 ^ ((RatingB - RatingA) / 400))
E(B) = 1 - E(A)
2.2. Rating m?i
NewRating(A) = OldRating(A) + K * (Result - E(A))
Trong ?ó Result: Th?ng = 1.0 | Thua = 0.0 | Hòa = 0.5
2.3. K-Factor ??ng
?i?u ki?n
K Value
Lý do
D??i 30 tr?n (Placement)
40
Rating ch?a ?n ??nh, c?n h?i t? nhanh
Rating < 1200
32
Tier th?p — thay ??i nhi?u h?n
1200 ? Rating < 2000
24
Tier trung bình — cân b?ng
Rating ? 2000
16
Tier cao — ?n ??nh, thay ??i ch?m
2.4. Ví d? tính toán
A (1500) vs B (1200), A th?ng:
E(A) = 1 / (1 + 10^((1200-1500)/400)) = 0.849
E(B) = 0.151
NewRating(A) = 1500 + 24*(1 - 0.849) = 1500 + 3.6 ? 1504
NewRating(B) = 1200 + 32*(0 - 0.151) = 1200 - 4.8 ? 1195
3. Rank Tiers
Rank
Rating Range
Màu g?i ý (UI)
Iron
< 800
#8A8A8A
Bronze
800 999
#CD7F32
Silver
1000 1199
#C0C0C0
Gold
1200 1499
#FFD700
Platinum
1500 1799
#4DC8A0
Diamond
1800 2099
#7B6EE8
Master
? 2100
#E84D8A
Rating kh?i ??u (m?c ??nh): 1000. Rating sàn (floor): 100 — không xu?ng d??i giá tr? này.
4. Placement Matches
• 30 tr?n ??u tiên là Placement Period (gamesPlayed < 30)
• K = 40 trong giai ?o?n này ?? rating h?i t? nhanh v? ?úng v? trí
• Tùy ch?n: không hi?n th? rank badge trong 30 tr?n ??u, ch? hi?n th? '?' ho?c 'Unranked'
• Sau tr?n 30, K-factor chuy?n sang b?ng ??ng ? m?c 2.3
5. Ki?n trúc & Lu?ng d? li?u
5.1. Nguyên t?c quan tr?ng
KHÔNG ?? client t? tính Elo r?i g?i lên. Ph?i tính trên Host/Server ?? tránh cheat.
5.2. Lu?ng x? lý
B??c
Th?c hi?n b?i
Mô t?
1
Client A & B
Tr?n k?t thúc, g?i k?t qu? lên Host qua RPC
2
Host (Photon Fusion)
Nh?n k?t qu?, xác minh h?p l?
3
Host
G?i EloSystem.Calculate() v?i rating c?a 2 ng??i

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