148 lines
3.6 KiB
C#
148 lines
3.6 KiB
C#
using Sirenix.OdinInspector;
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using System.Collections;
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using Unity.Netcode;
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using UnityEngine;
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using Zenject;
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using ParrelSync;
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using UnityEngine.Events;
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using System.Collections.Generic;
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public class GameManager : NetworkBehaviour
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{
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[SerializeField]
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private GameObject rigPrefab;
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[SerializeField]
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[ReadOnly]
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private PlayerComponent player;
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public PlayerComponent LocalPlayer => player;
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[SerializeField]
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[ReadOnly]
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[Inject]
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private NetworkManager networkManager;
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[SerializeField]
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private bool autoConnectOrHost = true;
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public bool IsMultiplayer => networkManager.IsConnectedClient;
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public NetworkClient LocalClient => networkManager.LocalClient;
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public UnityEvent OnConnected;
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public UnityEvent OnDisconnected;
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public UnityEvent<IReadOnlyList<NetworkClient>> OnClientsChanged;
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private void Start()
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{
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networkManager.OnClientStarted += OnClientStarted;
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networkManager.OnClientStopped += OnClientStopped;
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networkManager.OnClientConnectedCallback += OnClientConnectedCallback;
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networkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
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player = SpawnSoloRig();
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if (autoConnectOrHost)
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{
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if (ClonesManager.IsClone())
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{
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JoinGame("");
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}
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else
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{
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HostGame();
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}
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}
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}
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private PlayerComponent SpawnSoloRig()
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{
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return Instantiate(rigPrefab).GetComponent<PlayerComponent>();
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}
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public void JoinGame(string code)
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{
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networkManager.StartClient();
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}
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public void HostGame()
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{
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networkManager.StartHost();
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}
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public void LeaveGame()
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{
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networkManager.Shutdown(true);
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//if (networkManager.IsHost)
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//{
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// networkManager.Shutdown(true);
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//}
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//else
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//{
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// networkManager.
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//}
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}
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private void OnClientStarted()
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{
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OnConnected?.Invoke();
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OnClientsChanged.Invoke(networkManager.ConnectedClientsList);
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}
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private void OnClientStopped(bool wasHost)
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{
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OnDisconnected?.Invoke();
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OnClientsChanged.Invoke(networkManager.ConnectedClientsList);
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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(SwitchSoloMultiplayerRig(false));
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}
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OnClientsChanged.Invoke(networkManager.ConnectedClientsList);
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}
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private IEnumerator SwitchSoloMultiplayerRig(bool toSolo)
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{
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yield return new WaitForEndOfFrame();
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var position = player.Position;
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var rotation = player.Rotation;
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player.DestroyDependencies();
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if (toSolo)
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{
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yield return new WaitForEndOfFrame();
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player = SpawnSoloRig();
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}
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else
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{
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Destroy(player.gameObject);
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yield return new WaitForEndOfFrame();
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var playerObject = networkManager.LocalClient.PlayerObject;
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player = playerObject.GetComponent<PlayerComponent>();
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}
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player.Teleport(position, rotation);
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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");
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if (networkManager.LocalClientId == clientId)
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{
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StartCoroutine(SwitchSoloMultiplayerRig(true));
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}
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OnClientsChanged.Invoke(networkManager.ConnectedClientsList);
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}
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}
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