feat: add Unity project (Assets, ProjectSettings)

This commit is contained in:
2026-05-15 09:13:39 +02:00
parent 19f5d70752
commit c322793b0d
253 changed files with 86009 additions and 1 deletions

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using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// Debug overlay:
/// Always-visible HUD strip at the top (player name, status, room, FPS)
/// Detailed panel toggled with F1 (full network + physics info)
/// Uses Dear ImGuistyle skin via ImGuiSkin.
/// </summary>
public class DebugNetworkUI : MonoBehaviour
{
private bool _detailsVisible = false;
private Vector2 _scrollPos;
// FPS tracking
private float _fpsTimer;
private int _fpsCount;
private float _currentFps;
void Update()
{
// FPS counter
_fpsTimer += Time.unscaledDeltaTime;
_fpsCount++;
if (_fpsTimer >= 0.5f)
{
_currentFps = _fpsCount / _fpsTimer;
_fpsTimer = 0f;
_fpsCount = 0;
}
// Toggle detailed panel with F1
if (Keyboard.current != null && Keyboard.current[Key.F1].wasPressedThisFrame)
_detailsVisible = !_detailsVisible;
}
void OnGUI()
{
ImGuiSkin.EnsureReady();
var nm = NetworkManager.Instance;
if (nm == null) return;
DrawHUDStrip(nm);
if (_detailsVisible)
DrawDetailPanel(nm);
// Hint
GUI.Label(new Rect(10, Screen.height - 25, 300, 20), "F1 — Debug details", ImGuiSkin.Footer);
}
// ───────── HUD Strip (always visible) ─────────
private void DrawHUDStrip(NetworkManager nm)
{
float h = 28;
ImGuiSkin.DrawHudStripBg(h);
string dot = nm.IsConnected
? "<color=#44FF44>\u25CF</color>"
: "<color=#FF4444>\u25CF</color>";
string info;
if (nm.IsConnected)
{
string name = !string.IsNullOrEmpty(nm.LocalPlayerName) ? nm.LocalPlayerName : "\u2014";
string room = !string.IsNullOrEmpty(nm.RoomId) ? nm.RoomId[..Mathf.Min(8, nm.RoomId.Length)] : "\u2014";
string sess = !string.IsNullOrEmpty(nm.LocalSessionId) ? nm.LocalSessionId[..Mathf.Min(6, nm.LocalSessionId.Length)] : "\u2014";
info = $" {dot} <b>{name}</b> | Room {room} | Sess {sess} | {nm.PlayerCount}P | {nm.serverURL} | {_currentFps:F0} FPS";
}
else
{
info = $" {dot} {nm.ConnectionStatus} | {nm.serverURL} | {_currentFps:F0} FPS";
}
GUI.Label(new Rect(0, 0, Screen.width, h), info, ImGuiSkin.HudLabel);
}
// ───────── Detail Panel (F1) ─────────
private void DrawDetailPanel(NetworkManager nm)
{
float w = 360, h = 480;
float x = Screen.width - w - 12;
float y = 38;
ImGuiSkin.BeginWindowAt(x, y, w, h, "Network Debug");
// ── Connection ──
ImGuiSkin.DrawSectionHeader("CONNECTION");
GUILayout.Space(2);
GUIStyle statusStyle = nm.IsConnected ? ImGuiSkin.StatusGreen : ImGuiSkin.StatusRed;
GUILayout.Label($"\u25CF {nm.ConnectionStatus}", statusStyle);
ImGuiSkin.DrawField("Server", nm.serverURL);
ImGuiSkin.DrawField("Room ID", string.IsNullOrEmpty(nm.RoomId) ? "\u2014" : nm.RoomId);
ImGuiSkin.DrawField("Session", string.IsNullOrEmpty(nm.LocalSessionId) ? "\u2014" : nm.LocalSessionId);
ImGuiSkin.DrawField("Players", nm.PlayerCount.ToString());
ImGuiSkin.DrawField("FPS", $"{_currentFps:F0}");
if (!string.IsNullOrEmpty(nm.LastError))
{
GUILayout.Space(2);
GUILayout.Label($"\u26A0 {nm.LastError}", ImGuiSkin.StatusRed);
}
GUILayout.Space(6);
// ── Local Player ──
ImGuiSkin.DrawSectionHeader("LOCAL PLAYER");
GUILayout.Space(2);
ImGuiSkin.DrawField("Name", string.IsNullOrEmpty(nm.LocalPlayerName) ? "\u2014" : nm.LocalPlayerName);
var state = nm.GetLocalPlayerState();
if (state != null)
ImGuiSkin.DrawField("Server Pos", $"({state.x:F1}, {state.y:F1}, {state.z:F1})");
var pc = FindFirstObjectByType<PlayerController>();
if (pc != null && pc.isActiveAndEnabled)
{
var pos = pc.transform.position;
ImGuiSkin.DrawField("Live Pos", $"({pos.x:F1}, {pos.y:F1}, {pos.z:F1})");
var rb = pc.GetComponent<Rigidbody>();
if (rb != null)
{
var v = rb.linearVelocity;
ImGuiSkin.DrawField("Velocity", $"({v.x:F1}, {v.y:F1}, {v.z:F1}) [{v.magnitude:F1} m/s]");
}
}
GUILayout.Space(6);
// ── Remote Players ──
ImGuiSkin.DrawSectionHeader("REMOTE PLAYERS");
GUILayout.Space(2);
_scrollPos = GUILayout.BeginScrollView(_scrollPos, ImGuiSkin.ScrollView, GUILayout.Height(100));
if (nm.RemotePlayers != null && nm.RemotePlayers.Count > 0)
{
foreach (var kvp in nm.RemotePlayers)
{
if (kvp.Value == null) continue;
var rp = kvp.Value;
string dist = "";
if (pc != null && pc.isActiveAndEnabled)
{
float d = Vector3.Distance(pc.transform.position, rp.transform.position);
dist = $" [{d:F1}m]";
}
GUILayout.Label($" {rp.PlayerName} ({kvp.Key[..Mathf.Min(6, kvp.Key.Length)]}){dist}", ImGuiSkin.Label);
}
}
else
{
GUILayout.Label(" (aucun joueur distant)", ImGuiSkin.LabelDim);
}
GUILayout.EndScrollView();
GUILayout.FlexibleSpace();
if (nm.IsConnected)
{
if (GUILayout.Button("Déconnecter", ImGuiSkin.Button, GUILayout.Height(28)))
nm.LeaveRoom();
}
ImGuiSkin.EndWindow();
}
}

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fileFormatVersion: 2
guid: 0b20e36c3b15f32449bf872f27bee467

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using UnityEngine;
/// <summary>
/// Lobby UI displayed at scene start. Player enters a name, picks a color,
/// and clicks "Rejoindre" to connect to the arena.
/// Manages the full pre-game → in-game transition:
/// - Hides the Player hierarchy until connected
/// - Activates a spectator camera while in lobby
/// - Teleports the player ball to the server spawn position on join
/// Uses Dear ImGuistyle skin via ImGuiSkin.
/// </summary>
public class LobbyUI : MonoBehaviour
{
[Header("Scene References")]
[Tooltip("The root 'Player' GameObject (contains PlayerSphere + cameras). Will be deactivated until connected.")]
public GameObject playerRoot;
[Tooltip("The spectator camera GameObject (SpectatorCamera component).")]
public SpectatorCamera spectatorCamera;
// Preset colors for selection
private static readonly Color[] PresetColors = new Color[]
{
new Color(1f, 0.35f, 0.2f), // Orange-red
new Color(0.2f, 0.6f, 1f), // Blue
new Color(0.3f, 1f, 0.4f), // Green
new Color(1f, 0.85f, 0.1f), // Yellow
new Color(0.8f, 0.3f, 1f), // Purple
new Color(1f, 0.5f, 0.7f), // Pink
};
private static readonly string[] ColorNames = new string[]
{
"Rouge", "Bleu", "Vert", "Jaune", "Violet", "Rose"
};
// UI state
private bool _lobbyActive = true;
private string _playerName = "";
private int _selectedColorIndex = 0;
private string _statusMessage = "";
private bool _isConnecting = false;
private bool _isReady = false;
// Cached color preview texture (avoid per-frame leak)
private Texture2D _colorPreviewTex;
private int _lastPreviewColorIndex = -1;
void Start()
{
// Generate a default name
_playerName = "Joueur" + Random.Range(100, 999);
// --- Hide the player hierarchy until connected ---
if (playerRoot != null)
playerRoot.SetActive(false);
// --- Activate spectator camera ---
if (spectatorCamera != null)
{
// Wire the gameplay camera reference so spectator knows what to re-enable
var gameplayCam = playerRoot?.GetComponentInChildren<Camera>(true);
if (gameplayCam != null)
spectatorCamera.gameplayCamera = gameplayCam;
spectatorCamera.Activate();
}
// Subscribe to network events
if (NetworkManager.Instance != null)
{
NetworkManager.Instance.OnConnected += OnConnected;
NetworkManager.Instance.OnDisconnected += OnDisconnected;
}
}
void OnDestroy()
{
if (NetworkManager.Instance != null)
{
NetworkManager.Instance.OnConnected -= OnConnected;
NetworkManager.Instance.OnDisconnected -= OnDisconnected;
}
}
private void OnConnected()
{
_lobbyActive = false;
_isConnecting = false;
_statusMessage = "";
// --- Activate the player hierarchy ---
if (playerRoot != null)
playerRoot.SetActive(true);
// Teleport player ball to the server-assigned spawn position
var nm = NetworkManager.Instance;
if (nm != null && playerRoot != null)
{
var pc = playerRoot.GetComponentInChildren<PlayerController>(true);
if (pc != null)
{
// Get spawn pos from the local player's state in the room
var localState = nm.GetLocalPlayerState();
if (localState != null)
{
Vector3 spawnPos = new Vector3(localState.x, localState.y, localState.z);
var rb = pc.GetComponent<Rigidbody>();
if (rb != null)
{
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
rb.position = spawnPos;
}
pc.transform.position = spawnPos;
Debug.Log($"[Lobby] Player teleported to spawn: {spawnPos}");
}
pc.enabled = true;
// Setup local player visuals: 50% color tint + floating name label
pc.SetupLocalPlayer(nm.LocalPlayerName, nm.LocalPlayerColor);
}
}
// --- Switch from spectator to gameplay camera ---
if (spectatorCamera != null)
spectatorCamera.Deactivate();
// Unlock cursor for gameplay
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void OnDisconnected()
{
_lobbyActive = true;
_isConnecting = false;
_isReady = false;
_statusMessage = "Déconnecté du serveur";
// Show cursor for lobby
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
// --- Deactivate the player hierarchy ---
if (playerRoot != null)
{
var pc = playerRoot.GetComponentInChildren<PlayerController>(true);
if (pc != null) pc.enabled = false;
playerRoot.SetActive(false);
}
// --- Re-enable spectator camera ---
if (spectatorCamera != null)
spectatorCamera.Activate();
}
void OnGUI()
{
if (!_lobbyActive) return;
ImGuiSkin.EnsureReady();
if (Cursor.lockState != CursorLockMode.None)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
ImGuiSkin.DrawOverlay();
bool isConnected = NetworkManager.Instance != null && NetworkManager.Instance.IsConnected;
if (!isConnected)
{
// ── Pre-connect panel ────────────────────────────────────────
float panelWidth = 420;
float panelHeight = 440;
ImGuiSkin.BeginWindow(panelWidth, panelHeight, "ROLL'D");
GUILayout.Label("Rejoindre l'arène multijoueur", ImGuiSkin.WindowSubtitle);
GUILayout.Space(16);
ImGuiSkin.DrawSectionHeader("PSEUDO");
GUILayout.Space(4);
_playerName = GUILayout.TextField(_playerName, 16, ImGuiSkin.TextField, GUILayout.Height(30));
GUILayout.Space(12);
ImGuiSkin.DrawSectionHeader("COULEUR");
GUILayout.Space(6);
GUILayout.BeginHorizontal();
for (int i = 0; i < PresetColors.Length; i++)
{
Color c = PresetColors[i];
bool selected = _selectedColorIndex == i;
Color prevBg = GUI.backgroundColor;
GUI.backgroundColor = selected ? c : c * 0.7f;
GUIStyle btnStyle = new GUIStyle(ImGuiSkin.ButtonSmall)
{
fontStyle = selected ? FontStyle.Bold : FontStyle.Normal,
};
if (selected) btnStyle.normal.textColor = Color.white;
string label = selected ? $"▸ {ColorNames[i]}" : ColorNames[i];
if (GUILayout.Button(label, btnStyle, GUILayout.Height(32), GUILayout.Width(60)))
_selectedColorIndex = i;
GUI.backgroundColor = prevBg;
}
GUILayout.EndHorizontal();
GUILayout.Space(4);
if (_colorPreviewTex == null || _lastPreviewColorIndex != _selectedColorIndex)
{
if (_colorPreviewTex == null)
{
_colorPreviewTex = new Texture2D(1, 1, TextureFormat.RGBA32, false);
_colorPreviewTex.hideFlags = HideFlags.HideAndDontSave;
}
_colorPreviewTex.SetPixel(0, 0, PresetColors[_selectedColorIndex]);
_colorPreviewTex.Apply();
_lastPreviewColorIndex = _selectedColorIndex;
}
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUILayout.Box(_colorPreviewTex, GUIStyle.none, GUILayout.Width(80), GUILayout.Height(16));
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
GUILayout.Space(16);
GUI.enabled = !_isConnecting && !string.IsNullOrWhiteSpace(_playerName);
string buttonText = _isConnecting ? "Connexion..." : "▶ Rejoindre l'arène";
if (GUILayout.Button(buttonText, ImGuiSkin.ButtonAccent, GUILayout.Height(44)))
JoinArena();
GUI.enabled = true;
GUILayout.Space(8);
if (!string.IsNullOrEmpty(_statusMessage))
{
bool isError = _statusMessage.Contains("Erreur") || _statusMessage.Contains("Déconnecté");
GUIStyle statusStyle = isError ? ImGuiSkin.StatusRed : new GUIStyle(ImGuiSkin.Hint);
if (!isError) statusStyle.normal.textColor = ImGuiSkin.ColYellow;
GUILayout.Label(_statusMessage, statusStyle);
}
ImGuiSkin.EndWindow();
}
else
{
// ── Waiting room panel (connected, waiting for game to start) ──
float panelWidth = 380;
float panelHeight = 320;
ImGuiSkin.BeginWindow(panelWidth, panelHeight, "SALLE D'ATTENTE");
GUILayout.Label("En attente des joueurs...", ImGuiSkin.WindowSubtitle);
GUILayout.Space(12);
// Player list
ImGuiSkin.DrawSectionHeader("JOUEURS CONNECTÉS");
GUILayout.Space(4);
var nm = NetworkManager.Instance;
if (nm != null && nm.IsConnected)
{
// We can't directly iterate NetworkState.players from here easily,
// so show basic count
var style = new GUIStyle(GUI.skin.label) { fontSize = 13 };
style.normal.textColor = new Color(0.75f, 0.75f, 0.85f);
GUILayout.Label($" {nm.PlayerCount} joueur(s) dans la salle", style);
}
GUILayout.Space(16);
// Ready button
if (!_isReady)
{
if (GUILayout.Button("✔ Je suis prêt !", ImGuiSkin.ButtonAccent, GUILayout.Height(44)))
{
_isReady = true;
NetworkManager.Instance?.SendReady();
}
}
else
{
var readyStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 16,
fontStyle = FontStyle.Bold,
};
readyStyle.normal.textColor = new Color(0.3f, 1f, 0.5f);
GUILayout.Label("✔ Prêt ! En attente des autres...", readyStyle, GUILayout.Height(44));
}
GUILayout.Space(8);
var hintStyle = new GUIStyle(ImGuiSkin.Hint);
hintStyle.normal.textColor = new Color(0.5f, 0.5f, 0.6f);
GUILayout.Label("La partie démarre quand tout le monde est prêt\nou automatiquement après 30 secondes.", hintStyle);
ImGuiSkin.EndWindow();
}
}
private void JoinArena()
{
if (NetworkManager.Instance == null)
{
_statusMessage = "Erreur : NetworkManager introuvable";
return;
}
if (string.IsNullOrWhiteSpace(_playerName))
{
_statusMessage = "Entrez un pseudo";
return;
}
_isConnecting = true;
_statusMessage = "Connexion au serveur...";
Color selectedColor = PresetColors[_selectedColorIndex];
NetworkManager.Instance.JoinArena(_playerName.Trim(), selectedColor);
// Monitor for errors after a delay
Invoke(nameof(CheckConnectionTimeout), 10f);
}
private void CheckConnectionTimeout()
{
if (_isConnecting && !NetworkManager.Instance.IsConnected)
{
_isConnecting = false;
_statusMessage = "Erreur : Timeout de connexion. Vérifiez que le serveur est lancé.";
if (!string.IsNullOrEmpty(NetworkManager.Instance.LastError))
{
_statusMessage += $"\n{NetworkManager.Instance.LastError}";
}
}
}
}

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fileFormatVersion: 2
guid: ad2d984dd466289479165976d300cc09

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using System;
using System.Collections.Generic;
using UnityEngine;
using Colyseus;
using Colyseus.Schema;
/// <summary>
/// Singleton managing the Colyseus connection, room lifecycle, remote player spawning,
/// and game-phase events (eliminated, qualified, roundStart, roundEnd, gameEnd).
/// </summary>
public class NetworkManager : MonoBehaviour
{
public static NetworkManager Instance { get; private set; }
[Header("Connection")]
[Tooltip("Colyseus server endpoint (overridden by frontend via SetServerURL)")]
public string serverURL = "ws://localhost:2567";
[Header("Prefab")]
[Tooltip("Prefab for remote players (must have RemotePlayerController)")]
public GameObject remotePlayerPrefab;
// --- Public state for UI ---
public bool IsConnected { get; private set; }
public string RoomId { get; private set; } = "";
public string LocalSessionId { get; private set; } = "";
public int PlayerCount { get; private set; }
public string ConnectionStatus { get; private set; } = "Déconnecté";
public string LastError { get; private set; } = "";
// Expose remote players for debug UI
public Dictionary<string, RemotePlayerController> RemotePlayers => _remotePlayers;
// Local player info (set during join)
public string LocalPlayerName { get; private set; } = "";
public Color LocalPlayerColor { get; private set; } = Color.white;
// --- Events ---
public event Action OnConnected;
public event Action OnDisconnected;
public event Action<string> OnPlayerJoined;
public event Action<string> OnPlayerLeft;
// Game flow events
public event Action<string> OnPhaseChanged; // phase name
public event Action<float> OnCountdownChanged; // seconds remaining
public event Action<string, string> OnEliminated; // sessionId, reason
public event Action<string> OnQualified; // sessionId
public event Action<int, string> OnRoundStart; // roundNumber, mode
public event Action<int> OnRoundEnd; // roundNumber
public event Action<string> OnGameEnd; // winnerName
public event Action<float> OnDeathZoneYChanged; // for survival mode
// --- Internals ---
private Client _client;
private Room<NetworkState> _room;
private StateCallbackStrategy<NetworkState> _callbacks;
private readonly Dictionary<string, RemotePlayerController> _remotePlayers = new();
private float _broadcastTimer;
private const float BROADCAST_INTERVAL = 0.01667f; // ~60/sec
private bool _isJoining;
private Transform _localPlayer;
private Rigidbody _localPlayerRb;
private Vector3 _lastSentPos;
private Vector3 _lastSentVel;
private Vector3 _lastSentAngVel;
private const float POS_THRESHOLD = 0.005f;
private const float VEL_THRESHOLD = 0.05f;
private string _lastPhase = "";
void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
void Update()
{
if (!IsConnected || _room == null) return;
_broadcastTimer += Time.deltaTime;
if (_broadcastTimer >= BROADCAST_INTERVAL)
{
_broadcastTimer = 0f;
BroadcastPosition();
}
}
/// <summary>Called from frontend JS via SendMessage to override the server URL.</summary>
public void SetServerURL(string url)
{
serverURL = url;
Debug.Log($"[Network] Server URL set to: {url}");
}
public NetworkPlayer GetLocalPlayerState()
{
if (_room == null || _room.State.players == null || string.IsNullOrEmpty(LocalSessionId)) return null;
_room.State.players.TryGetValue(LocalSessionId, out var player);
return player;
}
// ─── Join / Leave ────────────────────────────────────────────────────
public async void JoinArena(string playerName, Color color)
{
if (_isJoining || IsConnected)
{
Debug.LogWarning("[Network] Already connecting or connected.");
return;
}
_isJoining = true;
ConnectionStatus = "Connexion en cours...";
LastError = "";
LocalPlayerName = playerName;
LocalPlayerColor = color;
try
{
Debug.Log($"[Network] Connecting to {serverURL}...");
_client = new Client(serverURL);
var options = new Dictionary<string, object>
{
{ "name", playerName },
{ "colorR", color.r },
{ "colorG", color.g },
{ "colorB", color.b }
};
_room = await _client.JoinOrCreate<NetworkState>("arena", options);
LocalSessionId = _room.SessionId;
RoomId = _room.RoomId;
IsConnected = true;
ConnectionStatus = "Connecté";
Debug.Log($"[Network] Joined room {RoomId} as {LocalSessionId}");
_callbacks = Callbacks.Get(_room);
// Players
_callbacks.OnAdd(state => state.players, (key, player) => OnPlayerAdd(key, player));
_callbacks.OnRemove(state => state.players, (key, player) => OnPlayerRemove(key, player));
// Game state changes
_callbacks.Listen(state => state.phase, (newValue, prevValue) => _OnPhaseChanged(newValue));
_callbacks.Listen(state => state.countdown, (newValue, prevValue) => OnCountdownChanged?.Invoke(newValue));
_callbacks.Listen(state => state.deathZoneY, (newValue, prevValue) => OnDeathZoneYChanged?.Invoke(newValue));
// Server messages
_room.OnMessage<EliminatedMsg>("eliminated", msg =>
{
Debug.Log($"[Network] Eliminated: {msg.sessionId} ({msg.reason})");
OnEliminated?.Invoke(msg.sessionId, msg.reason);
});
_room.OnMessage<QualifiedMsg>("qualified", msg =>
{
Debug.Log($"[Network] Qualified: {msg.sessionId}");
OnQualified?.Invoke(msg.sessionId);
});
_room.OnMessage<RoundStartMsg>("roundStart", msg =>
{
Debug.Log($"[Network] Round {msg.round} started ({msg.mode})");
OnRoundStart?.Invoke(msg.round, msg.mode);
});
_room.OnMessage<RoundEndMsg>("roundEnd", msg =>
{
Debug.Log($"[Network] Round {msg.round} ended");
OnRoundEnd?.Invoke(msg.round);
});
_room.OnMessage<GameEndMsg>("gameEnd", msg =>
{
Debug.Log($"[Network] Game over — Winner: {msg.winner}");
OnGameEnd?.Invoke(msg.winner);
});
_room.OnLeave += OnRoomLeave;
OnConnected?.Invoke();
}
catch (Exception e)
{
Debug.LogError($"[Network] Failed to join: {e.Message}");
ConnectionStatus = "Erreur de connexion";
LastError = e.Message;
IsConnected = false;
}
finally
{
_isJoining = false;
}
}
public async void LeaveRoom()
{
if (_room != null) await _room.Leave();
Cleanup();
}
public async void SendReady()
{
if (_room != null && IsConnected)
await _room.Send("ready", null);
}
public async void SendCheckpoint(int index)
{
if (_room != null && IsConnected)
await _room.Send("checkpointReached", new { index });
}
public async void SendDeathZoneHit()
{
if (_room != null && IsConnected)
await _room.Send("deathZoneHit", null);
}
public async void SendInZone(bool inZone)
{
if (_room != null && IsConnected)
await _room.Send("inZone", new { inZone });
}
// ─── State Callbacks ─────────────────────────────────────────────────
private void _OnPhaseChanged(string phase)
{
if (phase == _lastPhase) return;
_lastPhase = phase;
Debug.Log($"[Network] Phase → {phase}");
OnPhaseChanged?.Invoke(phase);
}
private void OnPlayerAdd(string sessionId, NetworkPlayer player)
{
Debug.Log($"[Network] Player joined: {sessionId} ({player.name})");
PlayerCount = _room.State.players?.Count ?? 0;
if (sessionId == LocalSessionId) return;
if (remotePlayerPrefab != null)
{
Vector3 spawnPos = new Vector3(player.x, player.y, player.z);
GameObject remoteBall = Instantiate(remotePlayerPrefab, spawnPos, Quaternion.identity);
remoteBall.name = $"RemotePlayer_{player.name}_{sessionId[..6]}";
var controller = remoteBall.GetComponent<RemotePlayerController>()
?? remoteBall.AddComponent<RemotePlayerController>();
controller.Initialize(sessionId, player.name,
new Color(player.colorR, player.colorG, player.colorB));
_remotePlayers[sessionId] = controller;
}
_callbacks.OnChange(player, () => OnPlayerChange(sessionId, player));
OnPlayerJoined?.Invoke(sessionId);
}
private void OnPlayerRemove(string sessionId, NetworkPlayer player)
{
Debug.Log($"[Network] Player left: {sessionId}");
PlayerCount = _room.State.players?.Count ?? 0;
if (_remotePlayers.TryGetValue(sessionId, out var controller))
{
if (controller != null && controller.gameObject != null)
Destroy(controller.gameObject);
_remotePlayers.Remove(sessionId);
}
OnPlayerLeft?.Invoke(sessionId);
}
private void OnPlayerChange(string sessionId, NetworkPlayer player)
{
if (sessionId == LocalSessionId) return;
if (_remotePlayers.TryGetValue(sessionId, out var controller))
{
controller.SetTargetState(
new Vector3(player.x, player.y, player.z),
new Vector3(player.vx, player.vy, player.vz),
new Quaternion(player.rx, player.ry, player.rz, player.rw),
player.t,
new Vector3(player.avx, player.avy, player.avz)
);
// Sync team color changes (for teams mode)
controller.UpdateTeamColor(player.team,
new Color(player.colorR, player.colorG, player.colorB));
// Hide/show eliminated remote players
controller.SetVisible(!player.isEliminated);
}
}
// ─── Position Broadcasting ────────────────────────────────────────────
private void BroadcastPosition()
{
if (_room == null || !IsConnected) return;
if (_localPlayer == null)
{
var pc = FindFirstObjectByType<PlayerController>();
if (pc != null)
{
_localPlayer = pc.transform;
_localPlayerRb = pc.GetComponent<Rigidbody>();
}
else return;
}
Vector3 pos = _localPlayer.position;
Vector3 vel = _localPlayerRb != null ? _localPlayerRb.linearVelocity : Vector3.zero;
Vector3 angVel = _localPlayerRb != null ? _localPlayerRb.angularVelocity : Vector3.zero;
if (Vector3.Distance(pos, _lastSentPos) < POS_THRESHOLD &&
Vector3.Distance(vel, _lastSentVel) < VEL_THRESHOLD &&
Vector3.Distance(angVel, _lastSentAngVel) < VEL_THRESHOLD)
return;
_lastSentPos = pos;
_lastSentVel = vel;
_lastSentAngVel = angVel;
Quaternion rot = _localPlayer.rotation;
var data = new Dictionary<string, object>
{
{ "x", pos.x }, { "y", pos.y }, { "z", pos.z },
{ "vx", vel.x }, { "vy", vel.y }, { "vz", vel.z },
{ "rx", rot.x }, { "ry", rot.y }, { "rz", rot.z }, { "rw", rot.w },
{ "avx", angVel.x }, { "avy", angVel.y }, { "avz", angVel.z }
};
_ = _room.Send("position", data);
}
// ─── Room Lifecycle ───────────────────────────────────────────────────
private void OnRoomLeave(int code)
{
Debug.Log($"[Network] Left room (code: {code})");
Cleanup();
OnDisconnected?.Invoke();
}
private void Cleanup()
{
IsConnected = false;
ConnectionStatus = "Déconnecté";
RoomId = "";
PlayerCount = 0;
LocalPlayerName = "";
LocalPlayerColor = Color.white;
_lastPhase = "";
foreach (var kvp in _remotePlayers)
{
if (kvp.Value != null && kvp.Value.gameObject != null)
Destroy(kvp.Value.gameObject);
}
_remotePlayers.Clear();
_room = null;
_client = null;
_callbacks = null;
_localPlayer = null;
_localPlayerRb = null;
}
void OnDestroy()
{
if (_room != null) _ = _room.Leave(false);
}
}
// ─── Message DTOs ─────────────────────────────────────────────────────────────
[Serializable] public class EliminatedMsg { public string sessionId; public string name; public string reason; }
[Serializable] public class QualifiedMsg { public string sessionId; public string name; }
[Serializable] public class RoundStartMsg { public int round; public string mode; public int totalRounds; }
[Serializable] public class RoundEndMsg { public int round; }
[Serializable] public class GameEndMsg { public string winner; }

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guid: 6a218ec39b39bcc459a0c0d0ca10207b

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using Colyseus.Schema;
// Must match server-side defineTypes field order exactly
public partial class NetworkPlayer : Schema
{
[Type(0, "int32")] public int userId = 0;
[Type(1, "float32")] public float x = 0;
[Type(2, "float32")] public float y = 5;
[Type(3, "float32")] public float z = 0;
[Type(4, "float32")] public float vx = 0;
[Type(5, "float32")] public float vy = 0;
[Type(6, "float32")] public float vz = 0;
[Type(7, "float32")] public float rx = 0;
[Type(8, "float32")] public float ry = 0;
[Type(9, "float32")] public float rz = 0;
[Type(10, "float32")] public float rw = 1;
[Type(11, "float64")] public double t = 0;
[Type(12, "string")] public string name = "";
[Type(13, "float32")] public float colorR = 1;
[Type(14, "float32")] public float colorG = 1;
[Type(15, "float32")] public float colorB = 1;
[Type(16, "float32")] public float avx = 0;
[Type(17, "float32")] public float avy = 0;
[Type(18, "float32")] public float avz = 0;
// Game state
[Type(19, "boolean")] public bool isEliminated = false;
[Type(20, "boolean")] public bool isQualified = false;
[Type(21, "int8")] public int team = 0;
[Type(22, "int8")] public int checkpointIndex = 0;
[Type(23, "boolean")] public bool isReady = false;
}
public partial class NetworkState : Schema
{
[Type(0, "map", typeof(MapSchema<NetworkPlayer>))]
public MapSchema<NetworkPlayer> players;
[Type(1, "string")] public string phase = "lobby";
[Type(2, "float32")] public float countdown = 0;
[Type(3, "int8")] public int roundNumber = 1;
[Type(4, "int8")] public int totalRounds = 4;
[Type(5, "int8")] public int playersAlive = 0;
[Type(6, "string")] public string gameMode = "race";
[Type(7, "float32")] public float deathZoneY = -100;
[Type(8, "int16")] public int teamScoreRed = 0;
[Type(9, "int16")] public int teamScoreBlue = 0;
[Type(10, "string")] public string winnerName = "";
}

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fileFormatVersion: 2
guid: 0ce16348bc0580b49860d9bd80e7bec0

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using UnityEngine;
/// <summary>
/// Controls a remote player's ball using snapshot interpolation.
/// Maintains a ring buffer of recent network snapshots and interpolates
/// between them with a fixed delay, producing smooth motion even with jitter.
/// Uses Rigidbody.MovePosition for proper physics collision detection.
/// </summary>
public class RemotePlayerController : MonoBehaviour
{
[Header("Interpolation")]
[Tooltip("Interpolation delay in seconds (higher = smoother, more latency)")]
public float interpolationDelay = 0.083f; // ~83ms = 5 frames at 60Hz
[Tooltip("Max extrapolation time when no new data arrives")]
public float maxExtrapolation = 0.08f; // 80ms — short to avoid overshoot
[Tooltip("If distance exceeds this, snap instead of interpolate")]
public float snapDistance = 8f;
[Tooltip("Final smoothing factor (higher = tighter follow, lower = smoother)")]
public float smoothingSpeed = 24f;
[Tooltip("Rotation slerp speed")]
public float rotationSpeed = 24f;
// Public info
public string SessionId { get; private set; }
public string PlayerName { get; private set; }
public Color PlayerColor { get; private set; }
// --- Snapshot buffer ---
private struct Snapshot
{
public double serverTime; // server timestamp (ms)
public float localTime; // Time.time when received
public Vector3 position;
public Vector3 velocity;
public Quaternion rotation;
public Vector3 angularVelocity;
}
private const int BUFFER_SIZE = 16;
private readonly Snapshot[] _buffer = new Snapshot[BUFFER_SIZE];
private int _bufferCount;
private int _newestIndex;
private float _firstLocalTime; // local time of first snapshot received
private double _firstServerTime; // server time of first snapshot received
private bool _initialized;
private Quaternion _currentRotation = Quaternion.identity;
private Rigidbody _rb; // Cached for MovePosition
// Optional: floating name label
private TextMesh _nameLabel;
/// <summary>
/// Called by NetworkManager when spawning this remote player.
/// </summary>
public void Initialize(string sessionId, string playerName, Color color)
{
SessionId = sessionId;
PlayerName = playerName;
PlayerColor = color;
_currentRotation = transform.rotation;
_bufferCount = 0;
_initialized = true;
// Apply color tint (multiply blend to keep pattern visible)
var renderer = GetComponent<Renderer>();
if (renderer != null)
{
var mat = new Material(renderer.sharedMaterial);
Color original = Color.white;
if (mat.HasProperty("_BaseColor")) original = mat.GetColor("_BaseColor");
else if (mat.HasProperty("_Color")) original = mat.GetColor("_Color");
float strength = 0.7f;
Color tint = new Color(
Mathf.Lerp(original.r, original.r * color.r * 2f, strength),
Mathf.Lerp(original.g, original.g * color.g * 2f, strength),
Mathf.Lerp(original.b, original.b * color.b * 2f, strength),
original.a
);
if (mat.HasProperty("_BaseColor")) mat.SetColor("_BaseColor", tint);
if (mat.HasProperty("_Color")) mat.color = tint;
renderer.material = mat;
}
// Kinematic rigidbody with MovePosition for proper collision detection
_rb = GetComponent<Rigidbody>();
if (_rb != null)
{
_rb.isKinematic = true;
_rb.useGravity = false;
_rb.interpolation = RigidbodyInterpolation.Interpolate;
_rb.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative;
}
// Add a trigger collider slightly larger than the physics collider
// so the local player can detect bumps
var existingCollider = GetComponent<SphereCollider>();
float baseRadius = existingCollider != null ? existingCollider.radius : 0.5f;
var trigger = gameObject.AddComponent<SphereCollider>();
trigger.isTrigger = true;
trigger.radius = baseRadius * 1.15f; // 15% larger
// Disable any player input on remote balls
var playerInput = GetComponent<UnityEngine.InputSystem.PlayerInput>();
if (playerInput != null)
playerInput.enabled = false;
var playerController = GetComponent<PlayerController>();
if (playerController != null)
playerController.enabled = false;
// Create floating name label
CreateNameLabel();
Debug.Log($"[RemotePlayer] Initialized: {playerName} ({sessionId[..6]}) color={color}");
}
/// <summary>
/// Called by NetworkManager when a state update arrives from the server.
/// Pushes a new snapshot into the interpolation buffer.
/// </summary>
public void SetTargetState(Vector3 position, Vector3 velocity, Quaternion rotation, double serverTime, Vector3 angularVelocity = default)
{
// Bootstrap time mapping on first snapshot
if (_bufferCount == 0)
{
_firstLocalTime = Time.time;
_firstServerTime = serverTime;
}
// Advance ring buffer
_newestIndex = (_newestIndex + 1) % BUFFER_SIZE;
_buffer[_newestIndex] = new Snapshot
{
serverTime = serverTime,
localTime = Time.time,
position = position,
velocity = velocity,
rotation = rotation,
angularVelocity = angularVelocity
};
if (_bufferCount < BUFFER_SIZE) _bufferCount++;
}
void Update()
{
if (!_initialized || _bufferCount == 0) return;
// Render time = current time minus interpolation delay
float renderTime = Time.time - interpolationDelay;
// Build a sorted view of the buffer (oldest → newest by localTime)
// to safely find the two bracketing snapshots
int oldestIdx = (_newestIndex - _bufferCount + 1 + BUFFER_SIZE) % BUFFER_SIZE;
Snapshot older = default;
Snapshot newer = default;
bool found = false;
for (int i = 0; i < _bufferCount - 1; i++)
{
int idxA = (oldestIdx + i) % BUFFER_SIZE;
int idxB = (oldestIdx + i + 1) % BUFFER_SIZE;
if (_buffer[idxA].localTime <= renderTime && _buffer[idxB].localTime >= renderTime)
{
older = _buffer[idxA];
newer = _buffer[idxB];
found = true;
break;
}
}
Vector3 targetPos;
Quaternion targetRot;
if (found)
{
// Interpolate between the two bounding snapshots
float span = newer.localTime - older.localTime;
float t = span > 0.001f ? (renderTime - older.localTime) / span : 1f;
t = Mathf.Clamp01(t);
targetPos = Vector3.Lerp(older.position, newer.position, t);
targetRot = Quaternion.Slerp(older.rotation, newer.rotation, t);
}
else
{
// No bracketing pair found
var newest = _buffer[_newestIndex];
float elapsed = renderTime - newest.localTime;
if (elapsed < 0)
{
// Render time is earlier than all snapshots — use oldest, don't extrapolate backwards
targetPos = _buffer[oldestIdx].position;
targetRot = _buffer[oldestIdx].rotation;
}
else
{
// Extrapolate forward from newest, but with velocity damping
float extTime = Mathf.Min(elapsed, maxExtrapolation);
float dampFactor = 1f - Mathf.Clamp01(elapsed / (maxExtrapolation * 2f)); // fade to 0
targetPos = newest.position + newest.velocity * extTime * dampFactor;
targetRot = newest.rotation;
}
}
// Final smoothing layer: lerp from current position toward computed target
float dist = Vector3.Distance(transform.position, targetPos);
Vector3 newPos;
if (dist > snapDistance)
{
// Teleport for large distances (spawn, reconnect)
newPos = targetPos;
_currentRotation = targetRot;
}
else
{
float lerpT = 1f - Mathf.Exp(-smoothingSpeed * Time.deltaTime);
newPos = Vector3.Lerp(transform.position, targetPos, lerpT);
}
// Smooth rotation
float rotLerpT = 1f - Mathf.Exp(-rotationSpeed * Time.deltaTime);
_currentRotation = Quaternion.Slerp(_currentRotation, targetRot, rotLerpT);
// Use MovePosition/MoveRotation for proper collision detection
if (_rb != null)
{
_rb.MovePosition(newPos);
_rb.MoveRotation(_currentRotation);
}
else
{
transform.position = newPos;
transform.rotation = _currentRotation;
}
// Keep name label floating ABOVE the ball (world position, not local)
// Billboard: always face camera, locked to vertical axis
if (_nameLabelObj != null)
{
_nameLabelObj.transform.position = transform.position + Vector3.up * 1.5f;
var cam = Camera.main;
if (cam != null)
{
// Billboard locked to Y axis — only rotate around vertical
Vector3 lookDir = _nameLabelObj.transform.position - cam.transform.position;
lookDir.y = 0f; // Lock to horizontal plane
if (lookDir.sqrMagnitude > 0.001f)
_nameLabelObj.transform.rotation = Quaternion.LookRotation(lookDir);
}
}
}
private GameObject _nameLabelObj; // Keep reference for billboard update
private void CreateNameLabel()
{
GameObject labelObj = new GameObject("NameLabel");
// Do NOT parent to transform — ball rotation would spin the label
labelObj.transform.position = transform.position + Vector3.up * 1.5f;
labelObj.transform.localScale = Vector3.one * 0.1f;
_nameLabelObj = labelObj;
_nameLabel = labelObj.AddComponent<TextMesh>();
_nameLabel.text = PlayerName;
_nameLabel.fontSize = 144;
_nameLabel.characterSize = 0.15f;
_nameLabel.anchor = TextAnchor.MiddleCenter;
_nameLabel.alignment = TextAlignment.Center;
_nameLabel.color = Color.white;
var font = PlayerController.LabelFont;
if (font != null) _nameLabel.font = font;
var meshRenderer = _nameLabel.GetComponent<MeshRenderer>();
if (font != null && font.material != null)
meshRenderer.material = font.material;
else
{
var textShader = Shader.Find("GUI/Text Shader") ?? Shader.Find("Unlit/Texture");
if (textShader != null) meshRenderer.material = new Material(textShader);
}
}
/// <summary>Called by NetworkManager when the player's team or color changes (e.g. teams mode).</summary>
public void UpdateTeamColor(int team, Color serverColor)
{
// Only re-tint if the color actually changed significantly
if (PlayerColor == serverColor) return;
PlayerColor = serverColor;
var renderer = GetComponent<Renderer>();
if (renderer == null) return;
var mat = renderer.material;
if (mat.HasProperty("_BaseColor")) mat.SetColor("_BaseColor", serverColor);
else mat.color = serverColor;
// Update name label color to match team
if (_nameLabel != null)
{
_nameLabel.color = team == 1
? new Color(1f, 0.5f, 0.5f)
: team == 2
? new Color(0.5f, 0.7f, 1f)
: Color.white;
}
}
/// <summary>Show or hide this remote player (used when eliminated).</summary>
public void SetVisible(bool visible)
{
var renderer = GetComponent<Renderer>();
if (renderer != null) renderer.enabled = visible;
if (_nameLabelObj != null) _nameLabelObj.SetActive(visible);
// Disable physics interactions when hidden
var col = GetComponent<Collider>();
if (col != null) col.enabled = visible;
}
void OnDestroy()
{
if (_nameLabelObj != null) Destroy(_nameLabelObj);
Debug.Log($"[RemotePlayer] Destroyed: {PlayerName}");
}
}

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using UnityEngine;
/// <summary>
/// Spectator camera that slowly orbits around the arena center while the player
/// is in the lobby (not yet connected). Automatically disables itself and yields
/// to the gameplay Cinemachine camera once the player joins.
/// Attach to a dedicated GameObject with a Camera component.
/// </summary>
[RequireComponent(typeof(Camera))]
public class SpectatorCamera : MonoBehaviour
{
[Header("Orbit Settings")]
[Tooltip("World-space point the camera orbits around")]
public Vector3 orbitCenter = Vector3.zero;
[Tooltip("Radius of the orbit circle")]
public float orbitRadius = 30f;
[Tooltip("Height above the orbit center")]
public float orbitHeight = 18f;
[Tooltip("Degrees per second")]
public float orbitSpeed = 12f;
[Tooltip("Downward pitch angle in degrees")]
public float pitchAngle = 30f;
// Internal
private float _angle;
private Camera _cam;
// Reference to the gameplay camera (CinemachineBrain) — set by LobbyUI
[HideInInspector] public Camera gameplayCamera;
void Awake()
{
_cam = GetComponent<Camera>();
_angle = Random.Range(0f, 360f); // start at random angle for variety
}
void LateUpdate()
{
_angle += orbitSpeed * Time.deltaTime;
if (_angle >= 360f) _angle -= 360f;
float rad = _angle * Mathf.Deg2Rad;
Vector3 pos = orbitCenter + new Vector3(
Mathf.Cos(rad) * orbitRadius,
orbitHeight,
Mathf.Sin(rad) * orbitRadius
);
transform.position = pos;
transform.LookAt(orbitCenter + Vector3.up * 2f);
}
/// <summary>
/// Switch to spectator view — enable this camera, disable gameplay camera.
/// </summary>
public void Activate()
{
_cam.enabled = true;
gameObject.SetActive(true);
// Disable the gameplay camera so we're the active one
if (gameplayCamera != null)
gameplayCamera.enabled = false;
}
/// <summary>
/// Switch back to gameplay view — disable this camera, enable gameplay camera.
/// </summary>
public void Deactivate()
{
_cam.enabled = false;
gameObject.SetActive(false);
// Re-enable the gameplay camera
if (gameplayCamera != null)
gameplayCamera.enabled = true;
}
}

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