Merge pull request #6 from RobotFireOpenTeam/misc

Misc
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AderKonstantin 2025-02-09 01:05:25 +03:00 committed by GitHub
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48 changed files with 40786 additions and 1543 deletions

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using Unity.Netcode;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
public class PlayerSceneObject : NetworkBehaviour
{
[Header("Look Sensitivity")]
[SerializeField] protected float _lookSensitivity = 3.0f;
[Header("Input Actions")]
[SerializeField] protected PlayerInput _playerInput;
private void Awake()
{
_playerInput = GetComponent<PlayerInput>();
}
// Network Spawn & Despawn
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
// Enable/disable components based on ownership
gameObject.SetActive(IsOwner);
_playerInput.enabled = IsOwner;
Debug.Log($"NetworkObject ID: {NetworkObjectId} spawned with OwnerClientId: {OwnerClientId}");
}
public override void OnNetworkDespawn()
{
base.OnNetworkDespawn();
// Disable input when despawned
_playerInput.enabled = false;
Debug.Log($"NetworkObject ID: {NetworkObjectId} despawned");
}
private void Update()
{
if (!IsOwner)
{
return;
}
}
}

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using Unity.Netcode;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
public class RobotControllerStandart : NetworkBehaviour
{
[Header("Objects")]
[SerializeField] private Rigidbody rb;
[SerializeField] protected Camera mainCam;
[SerializeField] private Weapon weapon;
[SerializeField] private float upDownRange = 90f;
private float verticalRotation;
[Header("Movement")]
[SerializeField] private float walkSpeed = 5.0f;
[SerializeField] private float sprintMultiplier = 5.0f;
float speedMultiplier = 1f;
[Header("Gravity / JumpForce")]
[SerializeField] private float gravity = 9.81f;
[SerializeField] private float jumpForce = 5f;
[Header("Look Sensitivity")]
[SerializeField] private float m_lookSensitivity = 3.0f;
private bool m_cursorIsLocked = true;
[Header("Input Actions")]
[SerializeField] private PlayerInput playerInput;
private Vector2 moveInput;
private Vector2 lookInput;
private bool isMoving;
private Vector3 currentMovement = Vector3.zero;
private void Awake()
{
rb = GetComponent<Rigidbody>();
playerInput = GetComponent<PlayerInput>();
rb.isKinematic = true;
}
// // PlayerInput Events
// public void OnConsoleButtonPressed(InputAction.CallbackContext context)
// {
// if (context.performed)
// {
// Debug.Log("Console");
// if (LocalDeveloperConsoleOpened) {
// LocalDeveloperConsoleOpened = false;
// devConsole.CloseConsole();
// }
// else {
// LocalDeveloperConsoleOpened = true;
// devConsole.OpenConsole();
// }
// }
// }
// public void OnMove(InputAction.CallbackContext context)
// {
// moveInput = context.ReadValue<Vector2>();
// }
// public void OnLook(InputAction.CallbackContext context)
// {
// lookInput = context.ReadValue<Vector2>();
// }
// public void OnSprint(InputAction.CallbackContext context)
// {
// if (context.performed)
// {
// Debug.Log("Running");
// speedMultiplier = sprintMultiplier;
// }
// else
// {
// speedMultiplier = 1f;
// }
// }
// public void OnJump(InputAction.CallbackContext context)
// {
// if (context.performed)
// {
// // JumpServerRPC();
// }
// }
// public void OnAttack(InputAction.CallbackContext context)
// {
// if (context.performed)
// {
// // ShootServerRPC();
// }
// }
// private void Update()
// {
// if (!IsOwner)
// {
// return;
// }
// HandleRotation();
// }
// private void HandleMovement()
// {
// float verticalSpeed = moveInput.y * walkSpeed * speedMultiplier;
// float horizontalSpeed = moveInput.x * walkSpeed * speedMultiplier;
// Vector3 horizontalMovement = new Vector3 (horizontalSpeed, 0, verticalSpeed);
// horizontalMovement = transform.rotation * horizontalMovement;
// handleGravityAndJumping();
// currentMovement.x = horizontalMovement.x;
// currentMovement.z = horizontalMovement.z;
// characterController.Move(currentMovement * Time.deltaTime);
// isMoving = moveInput.y != 0 || moveInput.x != 0;
// }
// private void handleGravityAndJumping()
// {
// if (characterController.isGrounded)
// {
// currentMovement.y = -0.5f;
// }
// else
// {
// currentMovement.y -= gravity * Time.deltaTime;
// }
// }
// void HandleRotation()
// {
// float mouseXRotation = lookInput.x * m_lookSensitivity;
// transform.Rotate(0, mouseXRotation, 0);
// verticalRotation -= lookInput.y * m_lookSensitivity;
// verticalRotation = Mathf.Clamp(verticalRotation, -upDownRange, upDownRange);
// mainCam.transform.localRotation = Quaternion.Euler(verticalRotation, 0, 0);
// }
// // // Networking Staff
// // [ServerRpc]
// // private void JumpServerRPC()
// // {
// // if (characterController.isGrounded)
// // {
// // currentMovement.y = jumpForce;
// // Debug.Log("Debug.Log(currentMovement.y): " + currentMovement.y);
// // Debug.Log("Jumping triggered.");
// // }
// // }
// // [ServerRpc]
// // private void ShootServerRPC()
// // {
// // weapon.Shooting();
// // Debug.Log("Shooting triggered.");
// // }
}

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using TMPro;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : NetworkBehaviour
{
public static GameManager Instance;
[SerializeField] private TextMeshProUGUI _playerCountPlaceholder;
[SerializeField] private int _maxPlayers = 2; // Максимальное количество игроков
[SerializeField] private GameObject playerPrefab; // Префаб игрока
private NetworkVariable<int> _connectedPlayers = new NetworkVariable<int>(0); // Текущее количество подключенных игроков
void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject); // Persist across scenes
}
else
{
Destroy(gameObject);
}
}
public override void OnNetworkSpawn()
{
if (IsServer)
{
// Подписываемся на событие подключения игроков
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
// Подписываемся на событие отключения игроков
NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnected;
// Подписываемся на событие смены сцены
NetworkManager.Singleton.SceneManager.OnSceneEvent += OnSceneEvent;
}
// Подписываемся на изменение количества игроков для обновления UI
_connectedPlayers.OnValueChanged += OnConnectedPlayersChanged;
// Initialize the UI with the current value of _connectedPlayers
_playerCountPlaceholder.text = $"Players: {_connectedPlayers.Value}";
}
public override void OnNetworkDespawn()
{
if (IsServer)
{
// Отписываемся от события подключения игроков
NetworkManager.Singleton.OnClientConnectedCallback -= OnClientConnected;
// Отписываемся от события отключения игроков
NetworkManager.Singleton.OnClientDisconnectCallback -= OnClientDisconnected;
// Отписываемся от события смены сцены
NetworkManager.Singleton.SceneManager.OnSceneEvent -= OnSceneEvent;
}
// Отписываемся от изменения количества игроков
_connectedPlayers.OnValueChanged -= OnConnectedPlayersChanged;
}
private void OnClientConnected(ulong clientId)
{
if (IsServer)
{
_connectedPlayers.Value++;
Debug.Log($"Игрок подключился: {clientId}, Всего игроков: {_connectedPlayers.Value}");
// Если все игроки подключены, начинаем матч
if (_connectedPlayers.Value >= _maxPlayers)
{
StartMatchServerRpc();
}
}
}
private void OnClientDisconnected(ulong clientId)
{
if (IsServer)
{
_connectedPlayers.Value--;
Debug.Log($"Игрок отключился: {clientId}, Всего игроков: {_connectedPlayers.Value}");
}
}
private void OnConnectedPlayersChanged(int oldValue, int newValue)
{
// Обновляем UI для всех клиентов
_playerCountPlaceholder.text = $"Players: {newValue}";
}
[ServerRpc(RequireOwnership = false)]
public void StartMatchServerRpc()
{
Debug.Log("Матч начался!");
if (NetworkManager.Singleton != null && NetworkManager.Singleton.SceneManager != null)
{
// Загружаем сцену MultiplayerScene
NetworkManager.Singleton.SceneManager.LoadScene("MultiplayerScene", LoadSceneMode.Single);
}
else
{
Debug.LogError("NetworkManager или SceneManager не инициализированы!");
}
}
private void OnSceneEvent(SceneEvent sceneEvent)
{
if (sceneEvent.SceneEventType == SceneEventType.LoadComplete)
{
Debug.Log($"Сцена {sceneEvent.SceneName} загружена!");
// Создаем игроков после загрузки сцены
foreach (var client in NetworkManager.Singleton.ConnectedClientsList)
{
var playerObject = Instantiate(playerPrefab);
playerObject.GetComponent<NetworkObject>().SpawnAsPlayerObject(client.ClientId);
}
}
}
}

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@ -3,12 +3,20 @@ using UnityEngine.SceneManagement;
public class MenuGroup : MonoBehaviour
{
public void PlayGame()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
}
[SerializeField] private string singleplayerScene = "LocalTestMap"; // Name of the scene to load
public void QuitGame()
{
Application.Quit();
}
// TypeGameBtnGroup
public void Singleplayer()
{
SceneManager.LoadScene(singleplayerScene, LoadSceneMode.Single);
}
public void Multiplayer()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
}
}

View File

@ -1,22 +0,0 @@
using Unity.Netcode;
using UnityEngine;
using UnityEngine.UI;
public class NetworkManagerUI : MonoBehaviour
{
[SerializeField] private Button serverBtn;
[SerializeField] private Button hostBtn;
[SerializeField] private Button clientBtn;
private void Awake(){
serverBtn.onClick.AddListener(() =>{
NetworkManager.Singleton.StartServer();
});
hostBtn.onClick.AddListener(() =>{
NetworkManager.Singleton.StartHost();
});
clientBtn.onClick.AddListener(() =>{
NetworkManager.Singleton.StartClient();
});
}
}

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@ -0,0 +1,33 @@
using UnityEngine;
using Unity.Netcode;
public class HostTestingEnv : MonoBehaviour
{
void Start()
{
StartHost();
}
void StartHost()
{
// Ensure NetworkManager is initialized
if (NetworkManager.Singleton == null)
{
Debug.Log("NetworkManager is not initialized. Cannot start host.");
return;
}
// Subscribe to the client connected event
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
// Start the host (server + client)
NetworkManager.Singleton.StartHost();
Debug.Log("Host started!");
}
void OnClientConnected(ulong clientId)
{
string message = $"Player with Client ID {clientId} connected.";
Debug.Log(message);
}
}

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using Unity.Netcode;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class NetworkManagerUI : MonoBehaviour
{
// [SerializeField] private Button serverBtn;
[SerializeField] private Button _hostBtn;
[SerializeField] private Button _clientBtn;
[SerializeField]
private string _sceneName;
private void Awake(){
// serverBtn.onClick.AddListener(() =>{
// StartServerAndLoadScene();
// });
_hostBtn.onClick.AddListener(() =>{
StartHostAndLoadScene();
});
_clientBtn.onClick.AddListener(() =>{
ConnectToServer();
});
}
private void StartServerAndLoadScene()
{
if (NetworkManager.Singleton.StartServer())
{
Debug.Log("Server started successfully.");
NetworkManager.Singleton.SceneManager.LoadScene(_sceneName, LoadSceneMode.Single);
}
else
{
Debug.LogError("Failed to start server!");
}
}
private void StartHostAndLoadScene()
{
// Start the host
if (NetworkManager.Singleton.StartHost())
{
Debug.Log("Host started successfully.");
NetworkManager.Singleton.SceneManager.LoadScene(_sceneName, LoadSceneMode.Single);
}
else
{
Debug.LogError("Failed to start host!");
}
}
private void ConnectToServer()
{
// Set the server IP and port
UnityTransport transport = NetworkManager.Singleton.GetComponent<UnityTransport>();
if (transport != null)
{
transport.SetConnectionData("127.0.0.1", 7777);
}
// Start the client
if (NetworkManager.Singleton.StartClient())
{
Debug.Log("Client started successfully.");
}
else
{
Debug.LogError("Failed to start client!");
}
}
}

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@ -0,0 +1,17 @@
using Unity.Netcode;
using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneLoader : NetworkBehaviour
{
public string multiplayerSceneName = "MultiplayerScene";
public void LoadMultiplayerScene()
{
if (IsServer)
{
// Загружаем сцену на сервере
NetworkManager.Singleton.SceneManager.LoadScene(multiplayerSceneName, LoadSceneMode.Single);
}
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}

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