adding multiplayer

This commit is contained in:
2025-06-30 21:28:11 +02:00
parent f4cd2e47a4
commit a51a7d3c07
44 changed files with 841 additions and 475 deletions

View File

@@ -1,89 +1,106 @@
using System;
using System.Threading;
using Cysharp.Threading.Tasks;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Main;
using Unity.Mathematics;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.InputSystem;
using Logger = RebootKit.Engine.Foundation.Logger;
using Object = UnityEngine.Object;
namespace RebootReality.jelycho.Player {
public class PlayerController : IController {
readonly Logger m_Logger = new Logger(nameof(PlayerController));
readonly Config m_Config;
public class PlayerController : NetworkPlayerController {
static readonly Logger s_Logger = new Logger(nameof(PlayerController));
PlayerActor m_FPPActor;
[SerializeField] Config m_Config;
public PlayerController(Config config) {
m_Config = config;
PlayerActor m_Actor;
public override void OnNetworkSpawn() {
base.OnNetworkSpawn();
if (IsOwner) {
RR.Input.LockCursor();
RR.Input.EnableControls();
}
}
public void Dispose() {
public override void OnNetworkDespawn() {
base.OnNetworkDespawn();
if (IsOwner) {
RR.Input.UnlockCursor();
RR.Input.DisableControls();
}
}
public async UniTask OnStart(CancellationToken cancellationToken) {
RR.Input.LockCursor();
RR.Input.EnableControls();
m_FPPActor = await RR.World.SpawnActor<PlayerActor>(m_Config.playerActorPrefab, cancellationToken);
m_FPPActor.IsPlaying = true;
if (RR.World.Context is WorldContext worldContext) {
m_FPPActor.WarpTo(worldContext.PlayerSpawnPoint.position);
[ClientRpc]
public void SetActorClientRpc(ulong networkObjectID) {
if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(networkObjectID,
out NetworkObject networkObject)) {
m_Actor = networkObject.GetComponent<PlayerActor>();
s_Logger.Info($"Found Player Actor NetworkObject ID: {networkObjectID}");
} else {
s_Logger.Error($"Failed to find PlayerActor with NetworkObject ID: {networkObjectID}");
m_Actor = null;
}
await UniTask.Yield(cancellationToken);
if (m_Actor is null) {
return;
}
if (IsServer) {
if (RR.World.Context is WorldContext worldContext) {
m_Actor.WarpToServerRpc(worldContext.PlayerSpawnPoint.position);
}
}
}
public void OnStop() {
RR.Input.DisableControls();
RR.Input.UnlockCursor();
RR.World.KillActor(m_FPPActor);
[ClientRpc]
public void SetNullActorClientRpc() {
m_Actor = null;
}
public void OnTick() {
if (m_FPPActor is null) {
m_Logger.Error("Player actor is not initialized. Make sure to call OnStart() before OnTick().");
void Update() {
if (m_Actor is null) {
return;
}
if (!IsOwner) {
return;
}
Vector2 lookInput = SensitivityReader.Read(m_Config.lookActionReference.action);
m_FPPActor.Look(lookInput * FPPConfig.MouseSensitivity.FloatValue);
m_Actor.Look(lookInput * FPPConfig.MouseSensitivity.FloatValue);
Vector2 moveInput = m_Config.moveActionReference.action.ReadValue<Vector2>();
m_FPPActor.SetMoveInput(moveInput);
m_Actor.SetMoveInput(moveInput);
m_FPPActor.SetSprint(m_Config.sprintActionReference.action.IsPressed());
m_Actor.SetSprint(m_Config.sprintActionReference.action.IsPressed());
if (m_Config.jumpActionReference.action.WasPerformedThisFrame()) {
m_FPPActor.Jump();
m_Actor.Jump();
}
if (m_Config.dragObjectActionReference.action.WasPressedThisFrame()) {
m_FPPActor.StartDrag();
m_Actor.StartDrag();
}
if (m_Config.dragObjectActionReference.action.WasReleasedThisFrame()) {
m_FPPActor.StopDrag();
m_Actor.StopDrag();
}
if (m_Config.primaryActionReference.action.WasReleasedThisFrame()) {
m_FPPActor.PrimaryAction();
m_Actor.PrimaryAction();
}
if (m_Config.secondaryActionReference.action.WasReleasedThisFrame()) {
m_FPPActor.SecondaryAction();
m_Actor.SecondaryAction();
}
}
[Serializable]
public class Config {
public AssetReferenceT<GameObject> playerActorPrefab;
public InputActionReference moveActionReference;
public InputActionReference lookActionReference;
public InputActionReference jumpActionReference;