## Full Previous Session Transcript (from session-2026-05-02-00-01.json.gz) {"sessionId":"d1d65d87-bace-4dc0-9f87-2c0b16992b60","projectHash":"36a998566f607ea8058afca358d945e88ec53c66e89a65df3c659f702a39aede","startTime":"2026-05-01T14:41:06.883Z","lastUpdated":"2026-05-01T14:41:06.883Z","kind":"main"} {"id":"859ff45e-eeae-4b83-821a-c7d61dcfa2d4","timestamp":"2026-05-01T14:41:07.178Z","type":"info","content":"No previous session history found for this workspace."} {"$set":{"lastUpdated":"2026-05-01T14:41:07.178Z"}} {"id":"54953b32-30ba-43a8-8425-0c2c3f01bc98","timestamp":"2026-05-01T14:41:07.511Z","type":"info","content":"You have 1 extension with an update available. Run \"/extensions update caveman\"."} {"$set":{"lastUpdated":"2026-05-01T14:41:07.512Z"}} {"id":"caa7964d-65a7-46a4-9302-230fd1b882ce","timestamp":"2026-05-01T14:43:39.005Z","type":"user","content":[{"text":"khi người chơi đang trong game mà họ nhấn esc thì sẽ hiện màn hình pause (ko dừng game, chỉ hiện UI lên thôi)lên, cho phép họ rời phòng"}]} {"$set":{"lastUpdated":"2026-05-01T14:43:39.006Z"}} {"id":"ab9505f7-f4c4-47c2-99b2-4db86e94a999","timestamp":"2026-05-01T14:43:44.560Z","type":"gemini","content":"","thoughts":[{"subject":"Implementing a Pause Menu","description":"I'm currently working on the pause menu's basic functionality. My focus is on triggering the UI with the `Esc` key and ensuring the underlying game continues running. The leaving-the-room logic is next.","timestamp":"2026-05-01T14:43:43.644Z"},{"subject":"Examining the Architecture","description":"I'm now diving into the project's structure, specifically the player state machine and interface-driven interactions. I'm checking out the `InputSystem_Actions.inputactions` asset for input handling and hunting for existing UI scripts or a menu manager. Also, I'm identifying the Fusion scripts to understand how leaving a room is handled.","timestamp":"2026-05-01T14:43:43.899Z"}],"tokens":{"input":28241,"output":192,"cached":0,"thoughts":360,"tool":0,"total":28793},"model":"gemini-3-flash-preview"} {"$set":{"lastUpdated":"2026-05-01T14:43:44.560Z"}} {"id":"ab9505f7-f4c4-47c2-99b2-4db86e94a999","timestamp":"2026-05-01T14:43:44.560Z","type":"gemini","content":"","thoughts":[{"subject":"Implementing a Pause Menu","description":"I'm currently working on the pause menu's basic functionality. My focus is on triggering the UI with the `Esc` key and ensuring the underlying game continues running. The leaving-the-room logic is next.","timestamp":"2026-05-01T14:43:43.644Z"},{"subject":"Examining the Architecture","description":"I'm now diving into the project's structure, specifically the player state machine and interface-driven interactions. I'm checking out the `InputSystem_Actions.inputactions` asset for input handling and hunting for existing UI scripts or a menu manager. Also, I'm identifying the Fusion scripts to understand how leaving a room is handled.","timestamp":"2026-05-01T14:43:43.899Z"}],"tokens":{"input":28241,"output":192,"cached":0,"thoughts":360,"tool":0,"total":28793},"model":"gemini-3-flash-preview","toolCalls":[{"id":"update_topic_1777646624018_0","name":"update_topic","args":{"summary":"I am investigating the current codebase to understand how input and UI are managed. This includes checking 'InputSystem_Actions.inputactions' and existing scripts in 'Assets/Scripts/UI/' and 'Assets/Scripts/Fusion/'. This research will inform the implementation of a pause menu that shows UI on 'Esc' and allows players to leave the Photon Fusion room without pausing the simulation.","title":"Researching Input & UI for Pause Menu","strategic_intent":"Researching existing Input and UI structure to implement Pause Menu."},"result":[{"functionResponse":{"id":"update_topic_1777646624018_0","name":"update_topic","response":{"output":"Current topic: \"Researching Input & UI for Pause Menu\"\nTopic summary: I am investigating the current codebase to understand how input and UI are managed. This includes checking 'InputSystem_Actions.inputactions' and existing scripts in 'Assets/Scripts/UI/' and 'Assets/Scripts/Fusion/'. This research will inform the implementation of a pause menu that shows UI on 'Esc' and allows players to leave the Photon Fusion room without pausing the simulation.\n\nStrategic Intent: Researching existing Input and UI structure to implement Pause Menu."}}}],"status":"success","timestamp":"2026-05-01T14:43:44.597Z","resultDisplay":"## 📂 Topic: **Researching Input & UI for Pause Menu**\n\n**Summary:**\nI am investigating the current codebase to understand how input and UI are managed. This includes checking 'InputSystem_Actions.inputactions' and existing scripts in 'Assets/Scripts/UI/' and 'Assets/Scripts/Fusion/'. This research will inform the implementation of a pause menu that shows UI on 'Esc' and allows players to leave the Photon Fusion room without pausing the simulation.\n\n> [!STRATEGY]\n> **Intent:** Researching existing Input and UI structure to implement Pause Menu.","description":"Update topic to: \"Researching Input & UI for Pause Menu\"","displayName":"Update Topic Context","renderOutputAsMarkdown":true},{"id":"list_directory_1777646624118_1","name":"list_directory","args":{"dir_path":"Assets/Scripts/UI"},"result":[{"functionResponse":{"id":"list_directory_1777646624118_1","name":"list_directory","response":{"error":"Error listing directory: ENOENT: no such file or directory, stat 'E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Assets\\Scripts\\UI'"}}}],"status":"error","timestamp":"2026-05-01T14:43:44.597Z","resultDisplay":"Error: Failed to list directory.","description":"Lists the names of files and subdirectories directly within a specified directory path. Can optionally ignore entries matching provided glob patterns.","displayName":"ReadFolder","renderOutputAsMarkdown":true},{"id":"list_directory_1777646624190_2","name":"list_directory","args":{"dir_path":"Assets/Scripts/Fusion"},"result":[{"functionResponse":{"id":"list_directory_1777646624190_2","name":"list_directory","response":{"error":"Error listing directory: ENOENT: no such file or directory, stat 'E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Assets\\Scripts\\Fusion'"}}}],"status":"error","timestamp":"2026-05-01T14:43:44.597Z","resultDisplay":"Error: Failed to list directory.","description":"Lists the names of files and subdirectories directly within a specified directory path. Can optionally ignore entries matching provided glob patterns.","displayName":"ReadFolder","renderOutputAsMarkdown":true},{"id":"list_directory_1777646624424_3","name":"list_directory","args":{"dir_path":"Assets/Scripts/Player Controller"},"result":[{"functionResponse":{"id":"list_directory_1777646624424_3","name":"list_directory","response":{"error":"Error listing directory: ENOENT: no such file or directory, stat 'E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Assets\\Scripts\\Player Controller'"}}}],"status":"error","timestamp":"2026-05-01T14:43:44.597Z","resultDisplay":"Error: Failed to list directory.","description":"Lists the names of files and subdirectories directly within a specified directory path. Can optionally ignore entries matching provided glob patterns.","displayName":"ReadFolder","renderOutputAsMarkdown":true}]} {"id":"00548f53-76f0-4952-b6e2-3a9e4de23cdc","timestamp":"2026-05-01T14:43:48.066Z","type":"gemini","content":"","thoughts":[{"subject":"Adjusting Pathing Strategy","description":"I've realized a critical flaw in my approach – a misconfigured path. The root directory is `E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\`. Currently, absolute paths are in use, making the system inflexible. I must either correct all absolute paths or, ideally, switch to relative paths for better portability.","timestamp":"2026-05-01T14:43:47.120Z"}],"tokens":{"input":29009,"output":18,"cached":27437,"thoughts":218,"tool":0,"total":29245},"model":"gemini-3-flash-preview"} {"$set":{"lastUpdated":"2026-05-01T14:43:48.066Z"}} {"id":"00548f53-76f0-4952-b6e2-3a9e4de23cdc","timestamp":"2026-05-01T14:43:48.066Z","type":"gemini","content":"","thoughts":[{"subject":"Adjusting Pathing Strategy","description":"I've realized a critical flaw in my approach – a misconfigured path. The root directory is `E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\`. Currently, absolute paths are in use, making the system inflexible. I must either correct all absolute paths or, ideally, switch to relative paths for better portability.","timestamp":"2026-05-01T14:43:47.120Z"}],"tokens":{"input":29009,"output":18,"cached":27437,"thoughts":218,"tool":0,"total":29245},"model":"gemini-3-flash-preview","toolCalls":[{"id":"list_directory_1777646627828_0","name":"list_directory","args":{"dir_path":"Scripts"},"result":[{"functionResponse":{"id":"list_directory_1777646627828_0","name":"list_directory","response":{"output":"Directory listing for E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts:\n[DIR] Attributes\n[DIR] Audio\n[DIR] Camera Controller\n[DIR] Debug\n[DIR] Duy\n[DIR] Game\n[DIR] GameSetup\n[DIR] Interactables\n[DIR] Interface\n[DIR] Network\n[DIR] Optimization\n[DIR] Player\n[DIR] Player Controller\n[DIR] UI\n[DIR] VFX\nAttributes.meta (180 bytes)\nAudio.meta (172 bytes)\nCamera Controller.meta (172 bytes)\nDebug.meta (83 bytes)\nDuy.meta (180 bytes)\nElo_System_Spec.txt (5763 bytes)\nElo_System_Spec.txt.meta (158 bytes)\nEnvironmentScanner.cs (3607 bytes)\nEnvironmentScanner.cs.meta (59 bytes)\nGame.meta (172 bytes)\nGameSetup.meta (172 bytes)\nInteractables.meta (180 bytes)\nInterface.meta (83 bytes)\nNetwork.meta (172 bytes)\nOptimization.meta (172 bytes)\nPlayer Controller.meta (172 bytes)\nPlayer.meta (180 bytes)\nStickyNote.cs (234 bytes)\nStickyNote.cs.meta (59 bytes)\nUI.meta (83 bytes)\nVFX.meta (172 bytes)"}}}],"status":"success","timestamp":"2026-05-01T14:43:48.084Z","resultDisplay":{"summary":"Found 36 item(s).","files":["[DIR] Attributes","[DIR] Audio","[DIR] Camera Controller","[DIR] Debug","[DIR] Duy","[DIR] Game","[DIR] GameSetup","[DIR] Interactables","[DIR] Interface","[DIR] Network","[DIR] Optimization","[DIR] Player","[DIR] Player Controller","[DIR] UI","[DIR] VFX","Attributes.meta","Audio.meta","Camera Controller.meta","Debug.meta","Duy.meta","Elo_System_Spec.txt","Elo_System_Spec.txt.meta","EnvironmentScanner.cs","EnvironmentScanner.cs.meta","Game.meta","GameSetup.meta","Interactables.meta","Interface.meta","Network.meta","Optimization.meta","Player Controller.meta","Player.meta","StickyNote.cs","StickyNote.cs.meta","UI.meta","VFX.meta"]},"description":"Scripts","displayName":"ReadFolder","renderOutputAsMarkdown":true}]} {"id":"1c6116f9-ab5b-4588-8acf-11e822356468","timestamp":"2026-05-01T14:43:50.510Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":29576,"output":40,"cached":27440,"thoughts":58,"tool":0,"total":29674},"model":"gemini-3-flash-preview"} {"$set":{"lastUpdated":"2026-05-01T14:43:50.510Z"}} {"id":"1c6116f9-ab5b-4588-8acf-11e822356468","timestamp":"2026-05-01T14:43:50.510Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":29576,"output":40,"cached":27440,"thoughts":58,"tool":0,"total":29674},"model":"gemini-3-flash-preview","toolCalls":[{"id":"list_directory_1777646629793_0","name":"list_directory","args":{"dir_path":"Scripts/UI"},"result":[{"functionResponse":{"id":"list_directory_1777646629793_0","name":"list_directory","response":{"output":"Directory listing for E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\UI:\nBaseUIController.cs (2305 bytes)\nBaseUIController.cs.meta (59 bytes)\nFirebaseConfig.cs (239 bytes)\nFirebaseConfig.cs.meta (59 bytes)\nFirebaseService.cs (2715 bytes)\nFirebaseService.cs.meta (59 bytes)\nFirebaseTest.cs (1678 bytes)\nFirebaseTest.cs.meta (59 bytes)\nHUDController.cs (3958 bytes)\nHUDController.cs.meta (59 bytes)\nLobbyController.cs (19754 bytes)\nLobbyController.cs.meta (59 bytes)\nLocalizationManager.cs (2996 bytes)\nLocalizationManager.cs.meta (59 bytes)\nLoginController.cs (4013 bytes)\nLoginController.cs.meta (59 bytes)\nMainMenuController.cs (12182 bytes)\nMainMenuController.cs.meta (59 bytes)\nMouseMetricsHelper.cs (1507 bytes)\nMouseMetricsHelper.cs.meta (59 bytes)\nPerformanceOverlay.cs (3652 bytes)\nPerformanceOverlay.cs.meta (59 bytes)\nProfileController.cs (3897 bytes)\nProfileController.cs.meta (59 bytes)\nSettingsController.cs (30857 bytes)\nSettingsController.cs.meta (59 bytes)\nUIAudioHelper.cs (4469 bytes)\nUIAudioHelper.cs.meta (59 bytes)\nUIManager.cs (16634 bytes)\nUIManager.cs.meta (59 bytes)"}}}],"status":"success","timestamp":"2026-05-01T14:43:50.544Z","resultDisplay":{"summary":"Found 30 item(s).","files":["BaseUIController.cs","BaseUIController.cs.meta","FirebaseConfig.cs","FirebaseConfig.cs.meta","FirebaseService.cs","FirebaseService.cs.meta","FirebaseTest.cs","FirebaseTest.cs.meta","HUDController.cs","HUDController.cs.meta","LobbyController.cs","LobbyController.cs.meta","LocalizationManager.cs","LocalizationManager.cs.meta","LoginController.cs","LoginController.cs.meta","MainMenuController.cs","MainMenuController.cs.meta","MouseMetricsHelper.cs","MouseMetricsHelper.cs.meta","PerformanceOverlay.cs","PerformanceOverlay.cs.meta","ProfileController.cs","ProfileController.cs.meta","SettingsController.cs","SettingsController.cs.meta","UIAudioHelper.cs","UIAudioHelper.cs.meta","UIManager.cs","UIManager.cs.meta"]},"description":"Scripts/UI","displayName":"ReadFolder","renderOutputAsMarkdown":true},{"id":"list_directory_1777646630377_1","name":"list_directory","args":{"dir_path":"Scripts/Network"},"result":[{"functionResponse":{"id":"list_directory_1777646630377_1","name":"list_directory","response":{"output":"Directory listing for E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\Network:\nBasicSpawner.cs (14036 bytes)\nBasicSpawner.cs.meta (60 bytes)\nMatchResultManager.cs (2724 bytes)\nMatchResultManager.cs.meta (59 bytes)\nPlayerData.cs (585 bytes)\nPlayerData.cs.meta (60 bytes)\nPlayerDataManager.cs (1448 bytes)\nPlayerDataManager.cs.meta (60 bytes)\nPlayerInfo.cs (1752 bytes)\nPlayerInfo.cs.meta (60 bytes)\nPlayerInputData.cs (240 bytes)\nPlayerInputData.cs.meta (60 bytes)"}}}],"status":"success","timestamp":"2026-05-01T14:43:50.544Z","resultDisplay":{"summary":"Found 12 item(s).","files":["BasicSpawner.cs","BasicSpawner.cs.meta","MatchResultManager.cs","MatchResultManager.cs.meta","PlayerData.cs","PlayerData.cs.meta","PlayerDataManager.cs","PlayerDataManager.cs.meta","PlayerInfo.cs","PlayerInfo.cs.meta","PlayerInputData.cs","PlayerInputData.cs.meta"]},"description":"Scripts/Network","displayName":"ReadFolder","renderOutputAsMarkdown":true}]} {"id":"edc6f8dd-35a7-4fa6-8065-41a4e63e43c2","timestamp":"2026-05-01T14:43:52.894Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":30236,"output":21,"cached":27431,"thoughts":88,"tool":0,"total":30345},"model":"gemini-3-flash-preview"} {"$set":{"lastUpdated":"2026-05-01T14:43:52.894Z"}} {"id":"edc6f8dd-35a7-4fa6-8065-41a4e63e43c2","timestamp":"2026-05-01T14:43:52.894Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":30236,"output":21,"cached":27431,"thoughts":88,"tool":0,"total":30345},"model":"gemini-3-flash-preview","toolCalls":[{"id":"list_directory_1777646632747_0","name":"list_directory","args":{"dir_path":"Scripts/Player Controller"},"result":[{"functionResponse":{"id":"list_directory_1777646632747_0","name":"list_directory","response":{"output":"Directory listing for E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\Player Controller:\nInputReader.cs (5528 bytes)\nInputReader.cs.meta (59 bytes)\nParkourAction.cs (379 bytes)\nParkourAction.cs.meta (59 bytes)\nPlayerAirDashState.cs (1526 bytes)\nPlayerAirDashState.cs.meta (59 bytes)\nPlayerAnimationHandler.cs (2096 bytes)\nPlayerAnimationHandler.cs.meta (59 bytes)\nPlayerBaseState.cs (769 bytes)\nPlayerBaseState.cs.meta (59 bytes)\nPlayerCrouchState.cs (3429 bytes)\nPlayerCrouchState.cs.meta (59 bytes)\nPlayerDashState.cs (3125 bytes)\nPlayerDashState.cs.meta (59 bytes)\nPlayerDodgeState.cs (1649 bytes)\nPlayerDodgeState.cs.meta (59 bytes)\nPlayerFallState.cs (3262 bytes)\nPlayerFallState.cs.meta (59 bytes)\nPlayerIdleState.cs (3108 bytes)\nPlayerIdleState.cs.meta (59 bytes)\nPlayerInteraction.cs (2681 bytes)\nPlayerInteraction.cs.meta (59 bytes)\nPlayerInteractState.cs (1409 bytes)\nPlayerInteractState.cs.meta (59 bytes)\nPlayerJumpState.cs (2536 bytes)\nPlayerJumpState.cs.meta (59 bytes)\nPlayerMovement.cs (3081 bytes)\nPlayerMovement.cs.meta (59 bytes)\nPlayerMoveState.cs (3560 bytes)\nPlayerMoveState.cs.meta (59 bytes)\nPlayerParkourState.cs (1917 bytes)\nPlayerParkourState.cs.meta (59 bytes)\nPlayerRunState.cs (3289 bytes)\nPlayerRunState.cs.meta (59 bytes)\nPlayerStateMachine.cs (9973 bytes)\nPlayerStateMachine.cs.meta (59 bytes)\nPlayerStats.cs (2149 bytes)\nPlayerStats.cs.meta (59 bytes)\nPlayerThrustState.cs (1526 bytes)\nPlayerThrustState.cs.meta (59 bytes)"}}}],"status":"success","timestamp":"2026-05-01T14:43:52.908Z","resultDisplay":{"summary":"Found 40 item(s).","files":["InputReader.cs","InputReader.cs.meta","ParkourAction.cs","ParkourAction.cs.meta","PlayerAirDashState.cs","PlayerAirDashState.cs.meta","PlayerAnimationHandler.cs","PlayerAnimationHandler.cs.meta","PlayerBaseState.cs","PlayerBaseState.cs.meta","PlayerCrouchState.cs","PlayerCrouchState.cs.meta","PlayerDashState.cs","PlayerDashState.cs.meta","PlayerDodgeState.cs","PlayerDodgeState.cs.meta","PlayerFallState.cs","PlayerFallState.cs.meta","PlayerIdleState.cs","PlayerIdleState.cs.meta","PlayerInteraction.cs","PlayerInteraction.cs.meta","PlayerInteractState.cs","PlayerInteractState.cs.meta","PlayerJumpState.cs","PlayerJumpState.cs.meta","PlayerMovement.cs","PlayerMovement.cs.meta","PlayerMoveState.cs","PlayerMoveState.cs.meta","PlayerParkourState.cs","PlayerParkourState.cs.meta","PlayerRunState.cs","PlayerRunState.cs.meta","PlayerStateMachine.cs","PlayerStateMachine.cs.meta","PlayerStats.cs","PlayerStats.cs.meta","PlayerThrustState.cs","PlayerThrustState.cs.meta"]},"description":"Scripts/Player Controller","displayName":"ReadFolder","renderOutputAsMarkdown":true}]} {"id":"e520d8fe-4eef-46a1-a390-767f6e85cacb","timestamp":"2026-05-01T14:43:55.309Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":30889,"output":75,"cached":27438,"thoughts":89,"tool":0,"total":31053},"model":"gemini-3-flash-preview"} {"$set":{"lastUpdated":"2026-05-01T14:43:55.309Z"}} {"id":"e520d8fe-4eef-46a1-a390-767f6e85cacb","timestamp":"2026-05-01T14:43:55.309Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":30889,"output":75,"cached":27438,"thoughts":89,"tool":0,"total":31053},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file_1777646634771_0","name":"read_file","args":{"file_path":"Scripts/Player Controller/InputReader.cs"},"result":[{"functionResponse":{"id":"read_file_1777646634771_0","name":"read_file","response":{"output":"using System;\nusing UnityEngine;\nusing UnityEngine.InputSystem;\n\nnamespace OnlyScove.Scripts\n{\n public class InputReader : MonoBehaviour\n {\n [SerializeField] private InputActionAsset inputActions;\n public InputActionAsset InputActions => inputActions;\n\n private const string REBINDS_KEY = \"InputRebinds\";\n\n private void OnEnable()\n {\n if (inputActions != null)\n {\n LoadBindings();\n inputActions.Enable();\n }\n }\n\n private void OnDisable()\n {\n if (inputActions != null)\n {\n inputActions.Disable();\n }\n }\n\n public void SaveBindings()\n {\n if (inputActions == null) return;\n string rebinds = inputActions.SaveBindingOverridesAsJson();\n PlayerPrefs.SetString(REBINDS_KEY, rebinds);\n PlayerPrefs.Save();\n }\n\n public void LoadBindings()\n {\n if (inputActions == null) return;\n string rebinds = PlayerPrefs.GetString(REBINDS_KEY, string.Empty);\n if (!string.IsNullOrEmpty(rebinds))\n {\n inputActions.LoadBindingOverridesFromJson(rebinds);\n }\n }\n\n public void ResetBindings()\n {\n if (inputActions == null) return;\n inputActions.RemoveAllBindingOverrides();\n PlayerPrefs.DeleteKey(REBINDS_KEY);\n PlayerPrefs.Save();\n }\n\n // Continuous Inputs\n public virtual Vector2 MoveInput { get; protected set; }\n public virtual Vector2 LookInput { get; protected set; }\n public virtual Vector2 ScrollInput { get; protected set; }\n public virtual bool IsSprintHeld { get; protected set; } \n public virtual bool IsAttackHeld { get; protected set; } \n\n public void ApplyNetworkInput(Vector2 move, bool isSprint)\n {\n MoveInput = move;\n IsSprintHeld = isSprint;\n }\n \n // One-shot Events\n public event Action OnJumpEvent; \n public event Action OnDodgeEvent; \n public event Action OnSprintEvent; \n public event Action OnAttackEvent; \n public event Action OnCrouchEvent; \n public event Action OnInteractEvent; \n public event Action OnNextInteractEvent; \n public event Action OnPreviousInteractEvent; \n public event Action OnToggleViewEvent; \n\n // UI Events\n public event Action OnToggleSettingsEvent; // Cho Ctrl+O\n public event Action OnCancelEvent; // Cho phím ESC hoặc phím đóng UI\n\n public void OnAttack(InputAction.CallbackContext context)\n {\n if (context.performed)\n {\n OnAttackEvent?.Invoke();\n IsAttackHeld = true;\n }\n if (context.canceled)\n {\n IsAttackHeld = false;\n }\n }\n\n public void OnMove(InputAction.CallbackContext context)\n {\n MoveInput = context.ReadValue();\n }\n\n public void OnLook(InputAction.CallbackContext context)\n {\n LookInput = context.ReadValue();\n }\n\n public void OnScroll(InputAction.CallbackContext context)\n {\n ScrollInput = context.ReadValue();\n }\n\n public void OnSprint(InputAction.CallbackContext context)\n {\n if (context.performed) \n {\n IsSprintHeld = true;\n OnSprintEvent?.Invoke();\n }\n if (context.canceled) IsSprintHeld = false;\n }\n\n public void OnToggleView(InputAction.CallbackContext context)\n {\n if (context.performed) OnToggleViewEvent?.Invoke();\n }\n\n public void OnJump(InputAction.CallbackContext context)\n {\n if (context.performed) OnJumpEvent?.Invoke();\n }\n\n public void OnDodgeOrThrust(InputAction.CallbackContext context)\n {\n if (context.performed) OnDodgeEvent?.Invoke();\n }\n\n public void OnCrouch(InputAction.CallbackContext context)\n {\n if (context.performed) OnCrouchEvent?.Invoke();\n }\n\n public void OnInteract(InputAction.CallbackContext context)\n {\n if (context.performed) OnInteractEvent?.Invoke();\n }\n\n public void OnNext(InputAction.CallbackContext context)\n {\n if (context.performed) OnNextInteractEvent?.Invoke();\n }\n\n public void OnPrevious(InputAction.CallbackContext context)\n {\n if (context.performed) OnPreviousInteractEvent?.Invoke();\n }\n\n // UI Callbacks\n public void OnToggleSettings(InputAction.CallbackContext context)\n {\n if (context.performed)\n {\n Debug.Log(\"[InputReader] Toggle Settings Action Performed!\");\n OnToggleSettingsEvent?.Invoke();\n }\n }\n\n public void OnCancel(InputAction.CallbackContext context)\n {\n if (context.performed)\n {\n Debug.Log(\"[InputReader] Cancel Action Performed (ESC)!\");\n OnCancelEvent?.Invoke();\n }\n }\n }\n}\n"}}}],"status":"success","timestamp":"2026-05-01T14:43:55.339Z","resultDisplay":"","description":"Scripts\\...\\InputReader.cs","displayName":"ReadFile","renderOutputAsMarkdown":true},{"id":"read_file_1777646634891_1","name":"read_file","args":{"file_path":"Scripts/UI/UIManager.cs"},"result":[{"functionResponse":{"id":"read_file_1777646634891_1","name":"read_file","response":{"output":"using System;\nusing System.Collections.Generic;\nusing System.Threading.Tasks;\nusing UnityEngine;\nusing UnityEngine.UIElements;\nusing PrimeTween;\nusing OnlyScove.Scripts;\n#if UNITY_EDITOR\nusing UnityEditor;\n#endif\n\nnamespace Hallucinate.UI\n{\n [RequireComponent(typeof(UIDocument))]\n public class UIManager : MonoBehaviour\n {\n public static UIManager Instance { get; private set; }\n\n private UIDocument _uiDocument;\n private VisualElement _rootElement;\n public VisualElement Root => _rootElement;\n \n private VisualElement _cursorLayer;\n private VisualElement _mainCursor;\n\n private readonly Dictionary _controllers = new Dictionary();\n private readonly Stack _history = new Stack();\n\n [Header(\"References\")]\n [SerializeField] private InputReader inputReader;\n public InputReader InputReader => inputReader;\n\n [Header(\"Game Metadata\")]\n [SerializeField] private Texture2D gameIcon;\n\n [Header(\"Cursor & Effects Settings\")]\n [SerializeField] private Sprite cursorSprite; \n [SerializeField] private Sprite cursorTrailSprite;\n [SerializeField, Range(10f, 150f)] private float cursorSize = 40f;\n [SerializeField, Range(2, 50)] private float trailDistanceThreshold = 10f; \n [SerializeField] private bool enableRipples = true;\n [SerializeField] private Color rippleColor = new Color(0, 1, 0.8f, 0.4f);\n\n [Header(\"UI Templates & Global Styles\")]\n [SerializeField] private VisualTreeAsset loginTemplate;\n [SerializeField] private VisualTreeAsset mainMenuTemplate;\n [SerializeField] private VisualTreeAsset lobbyTemplate;\n [SerializeField] private VisualTreeAsset roomItemTemplate;\n [SerializeField] private VisualTreeAsset profileTemplate;\n [SerializeField] private VisualTreeAsset settingsTemplate;\n [SerializeField] private VisualTreeAsset hudTemplate;\n [SerializeField] private StyleSheet globalStyleSheet;\n \n private LoginController _loginController;\n private MainMenuController _mainMenuController;\n private LobbyController _lobbyController;\n private SettingsController _settingsController;\n\n // Osu Trail Pooling\n private const int MAX_TRAIL_PARTICLES = 60;\n private readonly List _trailPool = new List();\n private int _currentTrailIndex = 0;\n\n private Vector2 _lastTrailSpawnPos;\n private bool _isSettingsOpen = false;\n public bool IsSettingsOpen => _isSettingsOpen;\n\n private const string UI_SCALE_KEY = \"UIScale\";\n\n#if UNITY_EDITOR\n private void OnValidate()\n {\n if (gameIcon == null)\n {\n var icons = PlayerSettings.GetIcons(UnityEditor.Build.NamedBuildTarget.Unknown, IconKind.Any);\n if (icons != null && icons.Length > 0)\n {\n gameIcon = icons[0];\n UnityEditor.EditorUtility.SetDirty(this);\n }\n }\n }\n#endif\n\n private void Awake()\n {\n if (Instance != null && Instance != this) { Destroy(gameObject); return; }\n Instance = this;\n DontDestroyOnLoad(gameObject);\n\n _uiDocument = GetComponent();\n UnityEngine.Cursor.visible = false;\n \n LoadGeneralSettings();\n ApplySavedUIScale();\n }\n\n private void LoadGeneralSettings()\n {\n cursorSize = PlayerPrefs.GetFloat(\"CursorSize\", 40f);\n enableRipples = PlayerPrefs.GetInt(\"CursorRipples\", 1) == 1;\n }\n\n public void SetCursorSize(float size)\n {\n cursorSize = size;\n PlayerPrefs.SetFloat(\"CursorSize\", size);\n if (_mainCursor != null)\n {\n _mainCursor.style.width = cursorSize;\n _mainCursor.style.height = cursorSize;\n }\n foreach(var p in _trailPool) { p.style.width = cursorSize; p.style.height = cursorSize; }\n }\n\n public void SetCursorTrail(bool enabled)\n {\n PlayerPrefs.SetInt(\"CursorTrail\", enabled ? 1 : 0);\n }\n\n public void SetCursorRipples(bool enabled)\n {\n enableRipples = enabled;\n PlayerPrefs.SetInt(\"CursorRipples\", enabled ? 1 : 0);\n }\n\n public void SetMouseSensitivity(float sensitivity)\n {\n PlayerPrefs.SetFloat(\"MouseSensitivity\", sensitivity);\n if (OnlyScove.Scripts.SettingsManager.Instance != null)\n {\n OnlyScove.Scripts.SettingsManager.Instance.SetSensitivity(sensitivity);\n }\n }\n\n public void OnGameStarted()\n {\n _ = Push();\n }\n\n public void OnBackToMenu()\n {\n _ = Push();\n }\n\n public void SetUIScale(float scale)\n {\n if (_uiDocument == null || _uiDocument.panelSettings == null) return;\n _uiDocument.panelSettings.scale = scale * 1.3f;\n PlayerPrefs.SetFloat(UI_SCALE_KEY, scale);\n PlayerPrefs.Save();\n }\n\n private void ApplySavedUIScale()\n {\n float savedScale = PlayerPrefs.GetFloat(UI_SCALE_KEY, 1.0f);\n SetUIScale(savedScale);\n }\n\n private void Start()\n {\n if (_uiDocument == null) _uiDocument = GetComponent();\n _rootElement = _uiDocument.rootVisualElement;\n\n if (globalStyleSheet != null)\n _rootElement.panel.visualTree.styleSheets.Add(globalStyleSheet);\n\n var dimOverlay = new VisualElement { name = \"BackgroundDimOverlay\" };\n dimOverlay.style.position = Position.Absolute;\n dimOverlay.style.width = Length.Percent(100);\n dimOverlay.style.height = Length.Percent(100);\n dimOverlay.pickingMode = PickingMode.Ignore;\n float savedDim = PlayerPrefs.GetFloat(\"BackgroundDim\", 50f);\n dimOverlay.style.backgroundColor = new Color(0, 0, 0, savedDim / 100f);\n _rootElement.Add(dimOverlay);\n\n _cursorLayer = new VisualElement { name = \"CursorLayer\" };\n _cursorLayer.style.position = Position.Absolute;\n _cursorLayer.style.width = Length.Percent(100);\n _cursorLayer.style.height = Length.Percent(100);\n _cursorLayer.pickingMode = PickingMode.Ignore;\n _rootElement.Add(_cursorLayer);\n\n InitializeTrailPool();\n\n _mainCursor = new VisualElement { name = \"MainCursor\" };\n _mainCursor.style.position = Position.Absolute;\n _mainCursor.style.width = cursorSize;\n _mainCursor.style.height = cursorSize;\n _mainCursor.style.backgroundImage = new StyleBackground(Background.FromSprite(cursorSprite));\n \n // Căn giữa sprite hình tròn bằng translate\n _mainCursor.style.translate = new StyleTranslate(new Translate(Length.Percent(-50), Length.Percent(-50)));\n _mainCursor.pickingMode = PickingMode.Ignore;\n _cursorLayer.Add(_mainCursor);\n\n _rootElement.RegisterCallback(OnGlobalClick, TrickleDown.TrickleDown);\n\n if (inputReader != null)\n {\n inputReader.OnToggleSettingsEvent += ToggleSettings;\n inputReader.OnCancelEvent += HandleCancel;\n }\n\n InitializeControllers();\n CheckLoginStatus();\n }\n\n private void InitializeTrailPool()\n {\n for (int i = 0; i < MAX_TRAIL_PARTICLES; i++)\n {\n var particle = new VisualElement();\n particle.style.position = Position.Absolute;\n particle.style.width = cursorSize;\n particle.style.height = cursorSize;\n particle.style.backgroundImage = new StyleBackground(Background.FromSprite(cursorTrailSprite));\n particle.style.translate = new StyleTranslate(new Translate(Length.Percent(-50), Length.Percent(-50)));\n particle.style.opacity = 0;\n particle.style.display = DisplayStyle.None;\n particle.pickingMode = PickingMode.Ignore;\n _cursorLayer.Add(particle);\n _trailPool.Add(particle);\n }\n }\n\n private void CheckLoginStatus()\n {\n string savedName = PlayerPrefs.GetString(\"Username\", \"\");\n if (string.IsNullOrEmpty(savedName)) _ = Push();\n else _ = Push();\n }\n\n public void OnLoginSuccess() => _ = Push();\n\n private void OnDestroy()\n {\n if (inputReader != null)\n {\n inputReader.OnToggleSettingsEvent -= ToggleSettings;\n inputReader.OnCancelEvent -= HandleCancel;\n }\n }\n\n private void HandleCancel() { if (_isSettingsOpen) ToggleSettings(); }\n\n public async void ToggleSettings()\n {\n if (_settingsController == null) return;\n if (!_isSettingsOpen)\n {\n _isSettingsOpen = true;\n _settingsController.Root.BringToFront();\n if (_cursorLayer != null) _cursorLayer.BringToFront();\n await _settingsController.PlayTransitionIn();\n }\n else\n {\n _isSettingsOpen = false;\n await _settingsController.PlayTransitionOut();\n }\n }\n\n private void Update()\n {\n if (_history.Count > 0) _history.Peek().Update();\n UpdateCursorInput();\n }\n\n private void UpdateCursorInput()\n {\n if (!Application.isFocused || _cursorLayer == null) return;\n\n // Dùng cách tính tọa độ thủ công để tránh offset khi pivot ở giữa\n Vector2 mousePos = Input.mousePosition;\n float scale = GetCurrentScale();\n Vector2 uiPos = new Vector2(mousePos.x / scale, (Screen.height - mousePos.y) / scale);\n\n if (_mainCursor != null)\n {\n _mainCursor.style.left = uiPos.x;\n _mainCursor.style.top = uiPos.y;\n }\n\n bool trailEnabled = PlayerPrefs.GetInt(\"CursorTrail\", 1) == 1;\n if (trailEnabled && cursorTrailSprite != null)\n {\n float dist = Vector2.Distance(uiPos, _lastTrailSpawnPos);\n if (dist > trailDistanceThreshold) \n {\n SpawnPooledTrail(uiPos);\n _lastTrailSpawnPos = uiPos;\n }\n }\n }\n\n private void SpawnPooledTrail(Vector2 pos)\n {\n var particle = _trailPool[_currentTrailIndex];\n _currentTrailIndex = (_currentTrailIndex + 1) % MAX_TRAIL_PARTICLES;\n\n Tween.StopAll(particle);\n particle.style.display = DisplayStyle.Flex;\n particle.style.left = pos.x;\n particle.style.top = pos.y;\n particle.style.opacity = 0f;\n particle.style.scale = Vector3.one;\n\n Sequence.Create()\n .Group(Tween.Custom(0f, 0.6f, duration: 0.05f, onValueChange: val => particle.style.opacity = val))\n .Chain(Tween.Custom(0.6f, 0f, duration: 0.35f, onValueChange: val => particle.style.opacity = val))\n .Group(Tween.Custom(1f, 0.2f, duration: 0.4f, onValueChange: val => {\n particle.style.scale = new StyleScale(new Scale(new Vector3(val, val, 1f)));\n }))\n .OnComplete(() => particle.style.display = DisplayStyle.None);\n }\n\n private float GetCurrentScale() => (_uiDocument != null && _uiDocument.panelSettings != null) ? _uiDocument.panelSettings.scale : 1.0f;\n\n private void OnGlobalClick(PointerDownEvent evt)\n {\n if (!enableRipples || _cursorLayer == null) return;\n \n var ripple = new VisualElement();\n ripple.style.position = Position.Absolute;\n ripple.style.width = cursorSize;\n ripple.style.height = cursorSize;\n ripple.style.translate = new StyleTranslate(new Translate(Length.Percent(-50), Length.Percent(-50)));\n ripple.style.left = evt.localPosition.x;\n ripple.style.top = evt.localPosition.y;\n \n var radius = new StyleLength(new Length(50, LengthUnit.Percent));\n ripple.style.borderTopLeftRadius = radius; ripple.style.borderTopRightRadius = radius;\n ripple.style.borderBottomLeftRadius = radius; ripple.style.borderBottomRightRadius = radius;\n ripple.style.borderTopColor = rippleColor; ripple.style.borderBottomColor = rippleColor;\n ripple.style.borderLeftColor = rippleColor; ripple.style.borderRightColor = rippleColor;\n ripple.style.borderTopWidth = 2; ripple.style.borderBottomWidth = 2;\n ripple.pickingMode = PickingMode.Ignore;\n \n _cursorLayer.Add(ripple);\n \n Tween.Custom(Vector3.one, Vector3.one * 2.5f, duration: 0.4f, onValueChange: val => ripple.style.scale = new StyleScale(new Scale(val)), ease: Ease.OutQuad);\n Tween.Custom(1f, 0f, duration: 0.4f, onValueChange: val => ripple.style.opacity = val).OnComplete(() => ripple.RemoveFromHierarchy());\n }\n\n private void InitializeControllers()\n {\n try \n {\n _mainMenuController = RegisterController(mainMenuTemplate);\n if (_mainMenuController != null && gameIcon != null) _mainMenuController.SetGameIcon(gameIcon);\n _lobbyController = RegisterController(lobbyTemplate);\n if (_lobbyController != null) _lobbyController.SetRoomTemplate(roomItemTemplate);\n RegisterController(profileTemplate);\n _settingsController = RegisterController(settingsTemplate);\n RegisterController(hudTemplate);\n _loginController = RegisterController(loginTemplate);\n }\n catch (Exception e) { Debug.LogError($\"[UIManager] Failed to initialize controllers: {e}\"); }\n }\n\n private T RegisterController(VisualTreeAsset template) where T : BaseUIController\n {\n if (template == null || _rootElement == null) return null;\n VisualElement instance = template.Instantiate();\n if (instance == null) return null;\n instance.style.flexGrow = 1; instance.style.position = Position.Absolute;\n instance.style.width = Length.Percent(100); instance.style.height = Length.Percent(100);\n instance.style.display = DisplayStyle.None;\n _rootElement.Add(instance);\n if (_cursorLayer != null) _cursorLayer.BringToFront();\n var controller = ScriptableObject.CreateInstance();\n controller.Initialize(instance, this);\n _controllers[typeof(T)] = controller;\n return controller;\n }\n\n public async Task Push() where T : BaseUIController\n {\n if (!_controllers.TryGetValue(typeof(T), out var newScreen)) return;\n if (_history.Count > 0 && _history.Peek() == newScreen) return;\n if (_history.Count > 0) await _history.Peek().PlayTransitionOut();\n _history.Push(newScreen);\n await newScreen.PlayTransitionIn();\n if (_cursorLayer != null) _cursorLayer.BringToFront();\n }\n\n public async Task Pop()\n {\n if (_history.Count <= 1) return;\n await _history.Pop().PlayTransitionOut();\n if (_history.Count > 0) await _history.Peek().PlayTransitionIn();\n if (_cursorLayer != null) _cursorLayer.BringToFront();\n }\n }\n}\n"}}}],"status":"success","timestamp":"2026-05-01T14:43:55.339Z","resultDisplay":"","description":"Scripts\\UI\\UIManager.cs","displayName":"ReadFile","renderOutputAsMarkdown":true},{"id":"read_file_1777646635176_2","name":"read_file","args":{"file_path":"Scripts/Network/BasicSpawner.cs"},"result":[{"functionResponse":{"id":"read_file_1777646635176_2","name":"read_file","response":{"output":"using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing Fusion;\nusing Fusion.Sockets;\nusing UnityEngine;\nusing OnlyScove.Scripts;\n\nnamespace Hallucinate.UI\n{\n public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks\n {\n private static BasicSpawner _instance;\n public static BasicSpawner Instance \n { \n get\n {\n if (_instance == null)\n {\n _instance = UnityEngine.Object.FindFirstObjectByType();\n }\n return _instance;\n }\n }\n\n private NetworkRunner _runner;\n public NetworkRunner Runner => _runner;\n\n private bool _isStarting = false;\n private bool _isInternalShutdown = false;\n\n public event Action> OnSessionListUpdatedEvent;\n public event Action OnShutdownEvent;\n public event Action OnJoinStartedEvent;\n public event Action OnJoinFailedEvent;\n\n [Header(\"Prefabs\")]\n [SerializeField] private NetworkPrefabRef _playerPrefab;\n [SerializeField] private NetworkPrefabRef _playerDataManagerPrefab;\n\n private void Awake()\n {\n if (_instance != null && _instance != this)\n {\n Destroy(gameObject);\n return;\n }\n _instance = this;\n \n // Ensure this is a root object so DontDestroyOnLoad works correctly\n transform.SetParent(null);\n DontDestroyOnLoad(gameObject);\n }\n\n public PlayerProfile LocalPlayerProfile { get; private set; }\n public void SetLocalPlayerProfile(PlayerProfile _profile)\n {\n LocalPlayerProfile = _profile;\n }\n\n private async Task EnsureRunnerExists()\n {\n if (_runner != null)\n {\n _isInternalShutdown = true;\n try \n {\n if (_runner.IsRunning)\n {\n Debug.Log(\"[BasicSpawner] Shutting down existing runner before recreation.\");\n await _runner.Shutdown();\n }\n\n // Check if it still exists (Unity pseudo-null check)\n if (_runner != null)\n {\n // Only log if it's actually a valid object to destroy\n // If it's already marked for destruction, Unity == null will be true soon\n Destroy(_runner);\n }\n _runner = null;\n\n await Task.Yield();\n }\n finally\n {\n _isInternalShutdown = false;\n }\n }\n\n if (this == null) return; // BasicSpawner itself might be destroyed\n\n Debug.Log(\"[BasicSpawner] Creating new NetworkRunner component.\");\n _runner = gameObject.AddComponent();\n _runner.ProvideInput = true;\n _runner.AddCallbacks(this);\n }\n\n public async Task StartLobby()\n {\n if (_isStarting) return;\n \n // Nếu đã ở trong lobby rồi thì không cần làm gì\n if (_runner != null && _runner.IsRunning && _runner.LobbyInfo.IsValid) return;\n\n Debug.Log(\"[BasicSpawner] StartLobby called\");\n _isStarting = true;\n\n try \n {\n await EnsureRunnerExists();\n Debug.Log(\"[BasicSpawner] Joining Lobby...\");\n var result = await _runner.JoinSessionLobby(SessionLobby.ClientServer);\n if (!result.Ok) \n {\n Debug.LogWarning($\"Join lobby result: {result.ShutdownReason}\");\n }\n }\n finally\n {\n _isStarting = false;\n }\n }\n\n public async Task StartHost(string sessionName, string displayName, string password = null)\n {\n // Wait for any existing startup process (like StartLobby) to finish\n while (_isStarting)\n {\n await Task.Yield();\n }\n\n _isStarting = true;\n\n try \n {\n Debug.Log($\"[BasicSpawner] StartHost called: {sessionName} ({displayName})\");\n OnJoinStartedEvent?.Invoke();\n\n bool sceneExists = false;\n for (int i = 0; i < UnityEngine.SceneManagement.SceneManager.sceneCountInBuildSettings; i++)\n {\n if (UnityEngine.SceneManagement.SceneUtility.GetScenePathByBuildIndex(i).Contains(\"Main Scene\"))\n {\n sceneExists = true;\n break;\n }\n }\n\n if (!sceneExists)\n {\n Debug.LogError(\"CRITICAL: 'Main Scene' is NOT in Build Settings!\");\n return false;\n }\n\n await EnsureRunnerExists();\n\n var customProps = new Dictionary();\n if (!string.IsNullOrEmpty(password))\n {\n customProps.Add(\"pw\", password);\n }\n customProps.Add(\"rn\", displayName);\n\n // Re-create or find SceneManager to ensure it matches the new runner\n var sceneManager = gameObject.GetComponent();\n if (sceneManager == null) sceneManager = gameObject.AddComponent();\n\n var result = await _runner.StartGame(new StartGameArgs()\n {\n GameMode = GameMode.Host,\n SessionName = sessionName,\n SessionProperties = customProps,\n PlayerCount = 2,\n SceneManager = sceneManager\n });\n\n if (result.Ok)\n {\n Debug.Log(\"[BasicSpawner] StartHost SUCCESS\");\n if (_runner.IsServer && _playerDataManagerPrefab.IsValid)\n {\n if (FindFirstObjectByType() == null)\n {\n Debug.Log(\"[BasicSpawner] Spawning PlayerDataManager\");\n _runner.Spawn(_playerDataManagerPrefab, Vector3.zero, Quaternion.identity, null);\n }\n }\n return true;\n }\n else\n {\n Debug.LogError($\"[BasicSpawner] Fusion StartHost Failed: {result.ShutdownReason}.\");\n OnJoinFailedEvent?.Invoke();\n return false;\n }\n }\n finally\n {\n _isStarting = false;\n }\n }\n\n public async Task StartClient(string sessionName, string password = null)\n {\n if (_isStarting) return false;\n _isStarting = true;\n\n try \n {\n OnJoinStartedEvent?.Invoke();\n await EnsureRunnerExists();\n\n var sceneManager = gameObject.GetComponent();\n if (sceneManager == null) sceneManager = gameObject.AddComponent();\n\n var result = await _runner.StartGame(new StartGameArgs()\n {\n GameMode = GameMode.Client,\n SessionName = sessionName,\n SceneManager = sceneManager\n });\n\n if (result.Ok)\n {\n return true;\n }\n else\n {\n Debug.LogError($\"[BasicSpawner] Fusion StartClient Failed: {result.ShutdownReason}\");\n OnJoinFailedEvent?.Invoke();\n return false;\n }\n }\n finally\n {\n _isStarting = false;\n }\n }\n\n\n private Dictionary _spawnedCharacters = new Dictionary();\n\n public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)\n {\n if (player == runner.LocalPlayer)\n {\n SendLocalMetaData(player);\n }\n }\n\n private async void SendLocalMetaData(PlayerRef player)\n {\n PlayerDataManager pdm = null;\n int retries = 0;\n while (pdm == null && retries < 20)\n {\n pdm = FindFirstObjectByType();\n if (pdm != null) break;\n await Task.Delay(500);\n retries++;\n }\n\n if (pdm != null)\n {\n string playerName = LocalPlayerProfile != null ? LocalPlayerProfile.Name : \"Player \" + player.PlayerId;\n \n // Thêm hậu tố (HOST) nếu là server để dễ phân biệt\n if (_runner.IsServer) playerName += \" (HOST)\";\n\n _Role playerRole = _Role.Seeker;\n\n var metaData = new _PlayerMetaData()\n {\n Name = playerName,\n Role = playerRole,\n IsReady = false\n };\n pdm.RPC_UpdatePlayerMetaData(player, metaData);\n }\n else\n {\n Debug.LogError(\"[BasicSpawner] Could not find PlayerDataManager after retries. Data will not sync.\");\n }\n }\n\n public void StartGame()\n {\n if (_runner != null && _runner.IsServer)\n {\n _runner.LoadScene(\"Main Scene\");\n }\n }\n\n public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)\n {\n if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject))\n {\n runner.Despawn(networkObject);\n _spawnedCharacters.Remove(player);\n }\n\n if (runner.IsServer && player == runner.LocalPlayer) \n {\n runner.Shutdown();\n }\n }\n\n public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)\n {\n Debug.LogWarning($\"[Fusion] Shutdown occurred. Reason: {shutdownReason}\");\n OnShutdownEvent?.Invoke(shutdownReason.ToString());\n \n // Nếu shutdown là do hệ thống chủ động hủy để tạo runner mới, KHÔNG quay về Menu\n if (_isInternalShutdown)\n {\n Debug.Log(\"[BasicSpawner] Internal shutdown detected, skipping Menu routing.\");\n return;\n }\n\n if (UIManager.Instance != null)\n {\n UIManager.Instance.OnBackToMenu();\n }\n }\n\n public void OnSessionListUpdated(NetworkRunner runner, List sessionList)\n {\n OnSessionListUpdatedEvent?.Invoke(sessionList);\n }\n\n public void OnInput(NetworkRunner runner, NetworkInput input)\n {\n var data = new PlayerInputData();\n if (PlayerStateMachine.Local != null && PlayerStateMachine.Local.Input != null)\n {\n data.Direction = PlayerStateMachine.Local.Input.MoveInput;\n data.sprint = PlayerStateMachine.Local.Input.IsSprintHeld;\n if (PlayerStateMachine.Local.Cam != null)\n data.rot = PlayerStateMachine.Local.Cam.PlanarRotation;\n }\n input.Set(data);\n }\n\n public void OnConnectedToServer(NetworkRunner runner) { }\n public void OnDisconnectedFromServer(NetworkRunner runner, NetDisconnectReason reason) { }\n public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) { }\n public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { }\n public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message) { }\n public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment data) { }\n public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) { }\n public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }\n public void OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }\n public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }\n public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary data) { }\n public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) { }\n \n public void OnSceneLoadDone(NetworkRunner runner)\n {\n string currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;\n if (runner.IsServer && currentSceneName == \"Main Scene\")\n {\n foreach (var player in runner.ActivePlayers)\n {\n Vector2 spawnPosition = (player == runner.LocalPlayer) ? new Vector2(-8, 0) : new Vector2(8, 0);\n var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);\n _spawnedCharacters.Add(player, networkPlayerObject);\n }\n }\n if (currentSceneName == \"Main Scene\")\n {\n UIManager.Instance?.OnGameStarted();\n }\n }\n\n\n public void OnSceneLoadStart(NetworkRunner runner) { }\n }\n}\n"}}}],"status":"success","timestamp":"2026-05-01T14:43:55.339Z","resultDisplay":"","description":"Scripts\\Network\\BasicSpawner.cs","displayName":"ReadFile","renderOutputAsMarkdown":true}]} {"id":"bae11228-f362-47ef-ab60-07ca7518947b","timestamp":"2026-05-01T14:44:00.807Z","type":"gemini","content":"","thoughts":[{"subject":"Defining the Architecture","description":"I've got a grasp of the initial setup. My focus now is on understanding how `InputReader.cs` and `UIManager.cs` interact, particularly how the \"Cancel\" action from the input triggers events within the UI. I'm visualizing the event flow and controller relationships to map the system's core functionality.","timestamp":"2026-05-01T14:43:59.579Z"},{"subject":"Refining Event Handling","description":"I'm now investigating the `InputReader.cs`'s setup for the \"Cancel\" event. It seems clear how it triggers `HandleCancel` in `UIManager`, which might handle the pause menu. Next I'll check if a `PauseMenuController` already exists, and if not, I'll create one. I'm also preparing to handle the UI interactions, focusing on the UXML structure. I see I'll need to create or modify `PauseMenuController.cs`, and ensure the input system is correctly set up. I'll need to check if `HUDController` or `UIManager` currently handles opening menus during gameplay.","timestamp":"2026-05-01T14:43:59.960Z"}],"tokens":{"input":39076,"output":25,"cached":27648,"thoughts":604,"tool":0,"total":39705},"model":"gemini-3-flash-preview"} {"$set":{"lastUpdated":"2026-05-01T14:44:00.808Z"}} {"id":"bae11228-f362-47ef-ab60-07ca7518947b","timestamp":"2026-05-01T14:44:00.807Z","type":"gemini","content":"","thoughts":[{"subject":"Defining the Architecture","description":"I've got a grasp of the initial setup. My focus now is on understanding how `InputReader.cs` and `UIManager.cs` interact, particularly how the \"Cancel\" action from the input triggers events within the UI. I'm visualizing the event flow and controller relationships to map the system's core functionality.","timestamp":"2026-05-01T14:43:59.579Z"},{"subject":"Refining Event Handling","description":"I'm now investigating the `InputReader.cs`'s setup for the \"Cancel\" event. It seems clear how it triggers `HandleCancel` in `UIManager`, which might handle the pause menu. Next I'll check if a `PauseMenuController` already exists, and if not, I'll create one. I'm also preparing to handle the UI interactions, focusing on the UXML structure. I see I'll need to create or modify `PauseMenuController.cs`, and ensure the input system is correctly set up. I'll need to check if `HUDController` or `UIManager` currently handles opening menus during gameplay.","timestamp":"2026-05-01T14:43:59.960Z"}],"tokens":{"input":39076,"output":25,"cached":27648,"thoughts":604,"tool":0,"total":39705},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file_1777646640674_0","name":"read_file","args":{"file_path":"Scripts/UI/HUDController.cs"},"result":[{"functionResponse":{"id":"read_file_1777646640674_0","name":"read_file","response":{"output":"using UnityEngine;\nusing UnityEngine.UIElements;\nusing PrimeTween;\nusing System.Threading.Tasks;\n\nnamespace Hallucinate.UI\n{\n public class HUDController : BaseUIController\n {\n private VisualElement _topLeft;\n private VisualElement _bottomLeft;\n \n private ProgressBar _healthBar;\n private ProgressBar _staminaBar;\n \n private float _lastActionTime;\n private const float FADE_TIMEOUT = 5.0f;\n private bool _isFaded = false;\n\n public override void Initialize(VisualElement uxmlRoot, UIManager manager)\n {\n base.Initialize(uxmlRoot, manager);\n\n _topLeft = root.Q(\"TopLeft\");\n _bottomLeft = root.Q(\"BottomLeft\");\n _healthBar = root.Q(\"HealthBar\");\n _staminaBar = root.Q(\"StaminaBar\");\n\n if (LocalizationManager.Instance != null)\n {\n LocalizationManager.Instance.OnLanguageChanged += ApplyLocalization;\n ApplyLocalization();\n }\n\n _lastActionTime = Time.time;\n }\n\n private void OnDestroy()\n {\n if (LocalizationManager.Instance != null)\n {\n LocalizationManager.Instance.OnLanguageChanged -= ApplyLocalization;\n }\n }\n\n private void ApplyLocalization()\n {\n if (LocalizationManager.Instance == null) return;\n\n root.Query