Implement switching between solo and multiplayer rig seamlessly

This commit is contained in:
2024-08-26 16:57:11 +02:00
parent c71f2023df
commit 1edc7850bd
4 changed files with 130 additions and 42 deletions

View File

@@ -1,6 +1,5 @@
using Sirenix.OdinInspector;
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using Zenject;
@@ -11,28 +10,37 @@ public class GameManager : NetworkBehaviour
[SerializeField]
[ReadOnly]
[Inject]
private PlayerComponent localPlayer;
public PlayerComponent LocalPlayer {
get { return localPlayer; }
}
private PlayerComponent soloRig;
[SerializeField]
[ReadOnly]
private PlayerComponent multiplayerRig;
public PlayerComponent LocalPlayer => multiplayerRig ?? soloRig;
[SerializeField]
[ReadOnly]
[Inject]
private NetworkManager networkManager;
[SerializeField]
private bool autoConnectOrHost = true;
private void Start()
{
networkManager.OnClientConnectedCallback += OnClientConnectedCallback;
networkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
if (ClonesManager.IsClone())
if (autoConnectOrHost)
{
networkManager.StartClient();
}
else
{
networkManager.StartHost();
if (ClonesManager.IsClone())
{
networkManager.StartClient();
}
else
{
networkManager.StartHost();
}
}
}
@@ -42,27 +50,40 @@ public class GameManager : NetworkBehaviour
if (networkManager.LocalClientId == clientId)
{
StartCoroutine(SpawnLocalPlayer());
StartCoroutine(SwitchSoloMultiplayerRig(false));
}
}
private IEnumerator SpawnLocalPlayer()
private IEnumerator SwitchSoloMultiplayerRig(bool toSolo)
{
yield return new WaitForEndOfFrame();
var position = localPlayer.Position;
var rotation = localPlayer.Rotation;
localPlayer.DestroyWithDependencies();
if (toSolo)
{
var playerObject = networkManager.LocalClient.PlayerObject;
var player = playerObject.GetComponent<PlayerComponent>();
player.Teleport(position, rotation);
localPlayer = player;
yield return null;
soloRig.Toggle(toSolo);
soloRig.Teleport(multiplayerRig.Position, multiplayerRig.Position);
multiplayerRig = null;
}
else
{
soloRig.Toggle(toSolo);
var playerObject = networkManager.LocalClient.PlayerObject;
multiplayerRig = playerObject.GetComponent<PlayerComponent>();
multiplayerRig.Teleport(soloRig.Position, soloRig.Position);
multiplayerRig.ToggleAudioListener(true);
}
}
private void OnClientDisconnectCallback(ulong clientId)
{
Debug.Log($"Client-{clientId} is disconnected");
if (networkManager.LocalClientId == clientId)
{
StartCoroutine(SwitchSoloMultiplayerRig(true));
}
}
}