feat: basic online working with relay

This commit is contained in:
Chris
2025-09-03 19:37:27 -04:00
parent 5be9c06cf2
commit a13f10564b
11 changed files with 299 additions and 75 deletions

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@@ -0,0 +1,79 @@
using System;
using UnityEngine;
using UnityEngine.InputSystem;
using Unity.Cinemachine;
// This class receives input from a PlayerInput component and disptaches it
// to the appropriate Cinemachine InputAxis. The playerInput component should
// be on the same GameObject, or specified in the PlayerInput field.
class CustomInputHandler : InputAxisControllerBase<CustomInputHandler.Reader>
{
[Header("Input Source Override")]
public PlayerInput PlayerInput;
void Awake()
{
// // When the PlayerInput receives an input, send it to all the controllers
// if (PlayerInput == null)
// TryGetComponent(out PlayerInput);
// if (PlayerInput == null)
// Debug.LogError("Cannot find PlayerInput component");
// else
// {
// PlayerInput.notificationBehavior = PlayerNotifications.InvokeCSharpEvents;
// PlayerInput.onActionTriggered += (value) =>
// {
// for (var i = 0; i < Controllers.Count; i++)
// Controllers[i].Input.ProcessInput(value.action);
// };
// }
}
// We process user input on the Update clock
void Update()
{
if (Application.isPlaying)
UpdateControllers();
Controllers[0].Input.ProcessInput(PlayerInput);
Controllers[1].Input.ProcessInput(PlayerInput);
}
public void AddEvents(){
// // PlayerInput.notificationBehavior = PlayerNotifications.InvokeCSharpEvents;
// += (value) =>
// {
// for (var i = 0; i < Controllers.Count; i++)
// Controllers[i].Input.ProcessInput(value.action);
// };
}
// Controllers will be instances of this class.
[Serializable]
public class Reader : IInputAxisReader
{
public InputActionReference Input;
Vector2 m_Value; // the cached value of the input
public void ProcessInput(PlayerInput input){
// // If it's my action then cache the new value
// if (Input != null && Input.action.id == action.id)
// {
// if (action.expectedControlType == "Vector2")
// m_Value = action.ReadValue<Vector2>();
// else
// m_Value.x = m_Value.y = action.ReadValue<float>();
// }
m_Value = input.actions["Look"].ReadValue<Vector2>();
m_Value.x *= 200f;
m_Value.y *= -100f;
}
// IInputAxisReader interface: Called by the framework to read the input value
public float GetValue(UnityEngine.Object context, IInputAxisOwner.AxisDescriptor.Hints hint)
{
return (hint == IInputAxisOwner.AxisDescriptor.Hints.Y ? m_Value.y : m_Value.x);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 058c862723373ca43913637463aff84a

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@@ -1,26 +1,55 @@
using System;
using System.Collections;
using Reset;
using Reset.Core.Tools;
using UnityEngine;
using Sirenix.OdinInspector;
using Unity.Netcode;
public class Player : MonoBehaviour{
public class Player : NetworkBehaviour{
[HideInInspector] public PlayerControls controls;
[HideInInspector] public new PlayerCamera camera;
void Awake(){
GameManager.Player = gameObject;
controls = GetComponent<PlayerControls>();
GameManager.RequestNewController();
}
void Start()
{
Debug.Log(GameManager.Player);
if (!NetworkManager.Singleton.IsConnectedClient && !NetworkManager.Singleton.IsHost) {
Attach();
} else {
StartCoroutine(WaitForOnline());
}
}
private IEnumerator WaitForOnline(){
while (!NetworkManager.Singleton.didAwake) {
Debug.Log("waiting");
yield return null;
}
// Debug.Log($"{IsHost}, {IsClient}, {IsLocalPlayer}");
if (IsLocalPlayer){
GameManager.Player = gameObject;
Attach();
}
}
public void Attach(){
if (GameManager.Player == gameObject){
GameManager.RequestNewController();
GetComponent<LockOnManager>().AttachCamera(gameObject);
}
}
protected override void OnNetworkPostSpawn(){
// GetComponent<LockOnManager>().AttachCamera(gameObject);
}
// Update is called once per frame
void Update()
{

View File

@@ -7,7 +7,9 @@ using UnityEngine.UIElements;
using NodeCanvas;
using NodeCanvas.Framework;
using ParadoxNotion;
using Reset;
using Sirenix.OdinInspector;
using Unity.Cinemachine;
public class PlayerControls : MonoBehaviour{
// References
@@ -63,6 +65,9 @@ public class PlayerControls : MonoBehaviour{
public void OnLook(InputValue value){
rawLookInput.x = value.Get<Vector2>().x;
rawLookInput.y = value.Get<Vector2>().y;
// GameManager.Camera.transform.Find("Cinemachine").GetComponent<CustomInputHandler>().Controllers[0].InputValue = rawLookInput.x * 200;
// GameManager.Camera.transform.Find("Cinemachine").GetComponent<CustomInputHandler>().Controllers[1].InputValue = rawLookInput.y * 100;
}
public void OnSprint(){