Implement player network spawning and position synchronization

This commit is contained in:
2024-08-25 17:43:19 +02:00
parent 6e037b4d06
commit b05cab8288
30 changed files with 689 additions and 26 deletions

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@@ -0,0 +1,54 @@
using Sirenix.OdinInspector;
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using Zenject;
public class ConnectionManager : NetworkBehaviour
{
[SerializeField]
private NetworkManager networkManager;
[Inject]
[SerializeField]
[ReadOnly]
private GameManager gameManager;
private void Start()
{
networkManager.OnClientConnectedCallback += OnClientConnectedCallback;
networkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
}
private void OnClientConnectedCallback(ulong clientId)
{
Debug.Log($"Client-{clientId} is connected and can spawn {nameof(NetworkObject)}s.");
if (networkManager.LocalClientId == clientId)
{
StartCoroutine(SpawnLocalPlayer());
}
}
private IEnumerator SpawnLocalPlayer()
{
yield return new WaitForEndOfFrame();
var playerObject = networkManager.LocalClient.PlayerObject;
var player = playerObject.GetComponent<PlayerComponent>();
player.gameManager = gameManager;
gameManager.PlayerSpawnedOnNetwork(player);
yield return null;
}
private void OnClientDisconnectCallback(ulong clientId)
{
Debug.Log($"Client-{clientId} is disconnected and can spawn {nameof(NetworkObject)}s.");
if (networkManager.LocalClientId == clientId)
{
}
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,27 @@
using Sirenix.OdinInspector;
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using Zenject;
public class GameManager : NetworkBehaviour
{
[SerializeField]
[ReadOnly]
[Inject]
private PlayerComponent localPlayer;
public PlayerComponent LocalPlayer {
get { return localPlayer; }
}
public void PlayerSpawnedOnNetwork(PlayerComponent player)
{
if (player.IsLocalPlayer)
{
player.Teleport(localPlayer.Position, localPlayer.Rotation);
localPlayer.DestroyWithDependencies();
localPlayer = player;
}
}
}

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@@ -0,0 +1,11 @@
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View File

@@ -33,7 +33,7 @@ public class LevelManager : MonoBehaviour
[Inject]
[SerializeField]
[ReadOnly]
private HVRPlayerController playerController;
private GameManager gameManager;
private void Start()
{
@@ -44,7 +44,8 @@ public class LevelManager : MonoBehaviour
musicManager.Play(level.pauseClip);
}
playerSpawner.Spawn(playerController.gameObject);
var player = gameManager.LocalPlayer;
playerSpawner.Spawn(player);
}
public void OnEnemyReachedFinish(EnemyComponent enemy)

View File

@@ -2,10 +2,11 @@ using HurricaneVR.Framework.Core.Player;
using Sirenix.OdinInspector;
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using Zenject;
public class LobbyManager : MonoBehaviour
public class LobbyManager : NetworkBehaviour
{
[Inject]
[SerializeField]
@@ -20,7 +21,7 @@ public class LobbyManager : MonoBehaviour
[Inject]
[SerializeField]
[ReadOnly]
private HVRPlayerController playerController;
private GameManager gameManager;
[SerializeField]
private AudioClip backgroundMusicClip;
@@ -29,6 +30,7 @@ public class LobbyManager : MonoBehaviour
{
musicManager.Play(backgroundMusicClip);
playerSpawner.Spawn(playerController.gameObject);
var player = gameManager.LocalPlayer;
playerSpawner.Spawn(player);
}
}

View File

@@ -18,7 +18,7 @@ public class SceneManager : MonoBehaviour
[Inject]
[ReadOnly]
[SerializeField]
private HVRPlayerController playerController;
private GameManager gameManager;
[ReadOnly]
[SerializeField]
@@ -36,7 +36,7 @@ public class SceneManager : MonoBehaviour
private IEnumerator SwitchToScene(Scene scene)
{
playerController.ScreenFader.Fade(1, fadeDuration);
gameManager.LocalPlayer.FadeScreen(1, fadeDuration);
var operation = UnityEngine.SceneManagement.SceneManager
.LoadSceneAsync((int)scene);
@@ -55,6 +55,6 @@ public class SceneManager : MonoBehaviour
this.scene = scene;
playerController.ScreenFader.Fade(0, fadeDuration);
gameManager.LocalPlayer.FadeScreen(0, fadeDuration);
}
}