Implement player network spawning and position synchronization
This commit is contained in:
54
Assets/Scripts/Managers/ConnectionManager.cs
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54
Assets/Scripts/Managers/ConnectionManager.cs
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@@ -0,0 +1,54 @@
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using Sirenix.OdinInspector;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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using Zenject;
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public class ConnectionManager : NetworkBehaviour
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{
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[SerializeField]
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private NetworkManager networkManager;
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[Inject]
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[SerializeField]
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[ReadOnly]
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private GameManager gameManager;
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private void Start()
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{
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networkManager.OnClientConnectedCallback += OnClientConnectedCallback;
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networkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
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}
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private void OnClientConnectedCallback(ulong clientId)
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{
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Debug.Log($"Client-{clientId} is connected and can spawn {nameof(NetworkObject)}s.");
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if (networkManager.LocalClientId == clientId)
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{
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StartCoroutine(SpawnLocalPlayer());
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}
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}
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private IEnumerator SpawnLocalPlayer()
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{
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yield return new WaitForEndOfFrame();
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var playerObject = networkManager.LocalClient.PlayerObject;
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var player = playerObject.GetComponent<PlayerComponent>();
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player.gameManager = gameManager;
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gameManager.PlayerSpawnedOnNetwork(player);
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yield return null;
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}
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private void OnClientDisconnectCallback(ulong clientId)
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{
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Debug.Log($"Client-{clientId} is disconnected and can spawn {nameof(NetworkObject)}s.");
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if (networkManager.LocalClientId == clientId)
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{
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}
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}
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}
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11
Assets/Scripts/Managers/ConnectionManager.cs.meta
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11
Assets/Scripts/Managers/ConnectionManager.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: cb16de57aad3ebe42bb3df246dc58d5f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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27
Assets/Scripts/Managers/GameManager.cs
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27
Assets/Scripts/Managers/GameManager.cs
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@@ -0,0 +1,27 @@
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using Sirenix.OdinInspector;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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using Zenject;
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public class GameManager : NetworkBehaviour
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{
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[SerializeField]
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[ReadOnly]
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[Inject]
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private PlayerComponent localPlayer;
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public PlayerComponent LocalPlayer {
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get { return localPlayer; }
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}
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public void PlayerSpawnedOnNetwork(PlayerComponent player)
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{
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if (player.IsLocalPlayer)
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{
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player.Teleport(localPlayer.Position, localPlayer.Rotation);
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localPlayer.DestroyWithDependencies();
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localPlayer = player;
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}
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}
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}
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11
Assets/Scripts/Managers/GameManager.cs.meta
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11
Assets/Scripts/Managers/GameManager.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: d357a0b6e2db94a4aadef95ef4fff758
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -33,7 +33,7 @@ public class LevelManager : MonoBehaviour
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[Inject]
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[SerializeField]
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[ReadOnly]
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private HVRPlayerController playerController;
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private GameManager gameManager;
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private void Start()
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{
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@@ -44,7 +44,8 @@ public class LevelManager : MonoBehaviour
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musicManager.Play(level.pauseClip);
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}
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playerSpawner.Spawn(playerController.gameObject);
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var player = gameManager.LocalPlayer;
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playerSpawner.Spawn(player);
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}
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public void OnEnemyReachedFinish(EnemyComponent enemy)
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@@ -2,10 +2,11 @@ using HurricaneVR.Framework.Core.Player;
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using Sirenix.OdinInspector;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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using Zenject;
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public class LobbyManager : MonoBehaviour
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public class LobbyManager : NetworkBehaviour
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{
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[Inject]
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[SerializeField]
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@@ -20,7 +21,7 @@ public class LobbyManager : MonoBehaviour
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[Inject]
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[SerializeField]
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[ReadOnly]
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private HVRPlayerController playerController;
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private GameManager gameManager;
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[SerializeField]
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private AudioClip backgroundMusicClip;
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@@ -29,6 +30,7 @@ public class LobbyManager : MonoBehaviour
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{
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musicManager.Play(backgroundMusicClip);
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playerSpawner.Spawn(playerController.gameObject);
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var player = gameManager.LocalPlayer;
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playerSpawner.Spawn(player);
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}
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}
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@@ -18,7 +18,7 @@ public class SceneManager : MonoBehaviour
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[Inject]
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[ReadOnly]
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[SerializeField]
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private HVRPlayerController playerController;
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private GameManager gameManager;
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[ReadOnly]
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[SerializeField]
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@@ -36,7 +36,7 @@ public class SceneManager : MonoBehaviour
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private IEnumerator SwitchToScene(Scene scene)
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{
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playerController.ScreenFader.Fade(1, fadeDuration);
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gameManager.LocalPlayer.FadeScreen(1, fadeDuration);
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var operation = UnityEngine.SceneManagement.SceneManager
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.LoadSceneAsync((int)scene);
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@@ -55,6 +55,6 @@ public class SceneManager : MonoBehaviour
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this.scene = scene;
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playerController.ScreenFader.Fade(0, fadeDuration);
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gameManager.LocalPlayer.FadeScreen(0, fadeDuration);
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}
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}
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