(Feat) Add Network Body

This commit is contained in:
2026-07-04 09:33:53 +02:00
parent 7bd2aa3120
commit 031ac42e5d
32 changed files with 1385 additions and 49 deletions
+29 -1
View File
@@ -25,7 +25,11 @@ Context for current work:
no "temporary" shortcuts; if something is worth doing, do it properly.
- **Multiplayer co-op is a hard constraint** — when touching any player, world or shared
system, assume two+ players exist (see §3).
- **No player arms / viewmodel** — feedback comes from camera, audio and UI only.
- **Player body is split by viewpoint** — the **local owner** sees a **first-person arms
viewmodel** (his own hands/tools); **remote players** are drawn as a **full third-person
body**. Each client renders its own arms *and* everyone else's full body. The owner's own
third-person body is hidden from his first-person camera (owner-only vs remote-only gating
lives in `PlayerNetworkController` — see §3). HUD/audio feedback still applies on top.
- Animations use **DOTween** (tweens, not Animator) wherever possible.
- Shaders are **hand-written HLSL/ShaderLab** — do not propose Shader Graph.
@@ -86,6 +90,30 @@ player — get it from `PlayerInventory.Instance` / `PlayerStats.Instance` (owne
singletons), **never** `FindObjectOfType<PlayerX>()`, which also matches disabled remote
puppets (their root GameObject stays active) and targets the wrong player.
### Visible body — first-person arms (owner) + third-person body (remotes)
Every player is drawn twice, split by viewpoint (see §1):
- **First-person arms** — the owner's own hands/tools, seen *only* by the owner. The arms mesh
goes in `PlayerNetworkController.ownerOnlyObjects` (hidden on remotes); it is **never**
networked because no one else renders it.
- **Third-person body** — the full character everyone else sees. It stays active on *all*
clients so its `Animator` keeps running. `PlayerBodyVisibility` (a `NetworkBehaviour` on the
player root) relayers the **owner's own** body onto a `LocalBody` layer that the owner's
first-person camera excludes from its culling mask — so the owner never sees his own body
clip the view, yet every remote still renders it. **Layers are local and never networked**,
so hiding your body from yourself does not hide it from anyone else.
**Animation is a bus consumer, replicated by `NetworkAnimator`.** `PlayerAnimatorDriver`
(`Player/Animation/`) drives an `Animator` purely from `PlayerEvents` (`VelocityChanged`,
`GroundedChanged`, `Jumped`, `AttackSwung`, `CrouchChanged`, …). The same component drives both
rigs from that one shared source, so arms and body stay in lockstep. Each instance is owner-only
local simulation → **add every `PlayerAnimatorDriver` to `ownerOnlyBehaviours`**. On the body,
a sibling FishNet **`NetworkAnimator`** replicates the owner's animation to remotes (whose driver
is disabled and whose body is animated by the replicated parameters instead). Need a new
animation cue? Add an event to `PlayerEvents` and have the driver subscribe — never poll another
system's internals.
### Networking a player system — the canonical pattern (mirror `PlayerInventory`/`PlayerStats`)
- Make it a `NetworkBehaviour`. **No destructive `Awake` singleton guard** (it would destroy
@@ -185,6 +185,15 @@
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"interactions": "",
"initialStateCheck": false
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"processors": "",
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}
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@@ -419,6 +428,28 @@
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+35 -3
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@@ -38,6 +38,10 @@ namespace Ashwild.Network
[Tooltip("The networked player prefab (NetworkObject + PlayerNetworkController).")]
[SerializeField] private NetworkObject playerPrefab;
[Tooltip("Hard cap on total players in a room (host included). The transport is set to accept " +
"maxPlayers - 1 remote clients, and the Steam invite lobby mirrors this limit.")]
[SerializeField] private int maxPlayers = 6;
[Header("Debug")]
[Tooltip("Logs every host/join/connection/spawn step to the console.")]
[SerializeField] private bool verboseLogging = true;
@@ -56,6 +60,12 @@ namespace Ashwild.Network
/// </summary>
public string GameSceneName => gameSceneName;
/// <summary>
/// Hard cap on total players per room (host included). Single source of truth for the
/// player limit — the Steam invite lobby reads this to mirror the cap.
/// </summary>
public int MaxPlayers => maxPlayers;
/// <summary>
/// Cached FishNet manager resolved from the active scene.
/// </summary>
@@ -262,6 +272,8 @@ namespace Ashwild.Network
if (args.ConnectionState == LocalConnectionState.Started)
{
ApplyPlayerCap();
string code = GetLocalSteamCode();
PlayerEvents.RaiseSessionStarted(code);
Log($"✅ Session créée ! Code à partager = {code}");
@@ -430,6 +442,20 @@ namespace Ashwild.Network
PlayerEvents.RaiseMenuReady();
}
/// <summary>
/// Caps the transport at <see cref="maxPlayers"/> - 1 remote clients. Called once the server has
/// Started, not before: FishySteamworks re-applies its own serialized limit to the socket inside
/// StartConnection, so an earlier call would be clobbered. The host runs a local client that never
/// crosses the Steam socket, so the remote limit is one below the total headcount; the transport
/// then refuses the surplus connection outright.
/// </summary>
private void ApplyPlayerCap()
{
int remoteCap = Mathf.Max(0, maxPlayers - 1);
networkManager.TransportManager.Transport.SetMaximumClients(remoteCap);
Log($"Player cap set to {maxPlayers} (transport accepts {remoteCap} remote clients).");
}
/// <summary>
/// Loads the gameplay scene as a global networked scene, replacing the menu.
/// </summary>
@@ -0,0 +1,76 @@
using FishNet.Object;
using UnityEngine;
namespace Ashwild.Network
{
/// <summary>
/// Splits the player's visible body by viewpoint. The local owner's third-person body is
/// moved onto a dedicated "local body" layer that his own first-person camera excludes from
/// its culling mask, so he never sees his own torso/head clip through the view — while every
/// remote client still renders that same body normally. The layer change is purely local and
/// never travels over the network, so hiding your body from yourself does not hide it from
/// anyone else. The Animator/NetworkAnimator are left untouched, so the third-person animation
/// keeps replicating to other players even while the mesh is culled from the owner's own view.
/// </summary>
[DisallowMultipleComponent]
public class PlayerBodyVisibility : NetworkBehaviour
{
#region Serialized Fields
[Header("Body")]
[Tooltip("Root of the third-person body mesh hierarchy (skinned mesh + bones).")]
[SerializeField] private GameObject bodyRoot;
[Header("Local hiding")]
[Tooltip("Layer the owner's own body is moved to. The first-person camera must exclude this layer from its culling mask.")]
[SerializeField] private string localBodyLayer = "LocalBody";
#endregion
#region Network Lifecycle
/// <summary>
/// Once ownership is resolved, relayers the third-person body so the owning player's own
/// camera stops rendering it. Remote copies return early and keep the body on its authored
/// (visible) layer, which is why other players still see it.
/// </summary>
public override void OnStartClient()
{
base.OnStartClient();
if (!base.IsOwner) return;
if (bodyRoot == null)
{
Debug.LogError($"[PlayerBodyVisibility] '{name}' has no bodyRoot assigned — cannot hide the local body.", this);
return;
}
int layer = LayerMask.NameToLayer(localBodyLayer);
if (layer < 0)
{
Debug.LogError($"[PlayerBodyVisibility] '{name}' — layer '{localBodyLayer}' does not exist. Add it in Project Settings ▸ Tags and Layers, then exclude it from the first-person camera's culling mask.", this);
return;
}
SetLayerRecursively(bodyRoot, layer);
}
#endregion
#region Internal Helpers
/// <summary>
/// Applies a layer to a GameObject and every descendant, since a skinned body spans many
/// child renderers and bones that must all move together for the camera cull to hide it fully.
/// </summary>
private static void SetLayerRecursively(GameObject root, int layer)
{
root.layer = layer;
foreach (Transform child in root.transform)
SetLayerRecursively(child.gameObject, layer);
}
#endregion
}
}
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@@ -0,0 +1,42 @@
using System;
namespace Ashwild.Network
{
/// <summary>
/// A tiny static hub for "another player joined / left my session" notifications, kept separate
/// from PlayerEvents on purpose: PlayerEvents represents the LOCAL owned player and §3 forbids a
/// remote player copy from driving it. These events are raised by SessionPresenceNotifier on the
/// networked player copies (a local-client view of the session roster) and consumed by the game
/// scene's presence feed UI. Names are already resolved display names, ready to show.
/// </summary>
public static class SessionPresenceEvents
{
#region Events
/// <summary>
/// A remote player just joined the session — carries their display name.
/// </summary>
public static event Action<string> PlayerJoined;
/// <summary>
/// A remote player just left the session — carries their display name.
/// </summary>
public static event Action<string> PlayerLeft;
#endregion
#region Raisers
/// <summary>
/// Announces that a remote player joined, to whoever is listening on this client.
/// </summary>
public static void RaisePlayerJoined(string playerName) => PlayerJoined?.Invoke(playerName);
/// <summary>
/// Announces that a remote player left, to whoever is listening on this client.
/// </summary>
public static void RaisePlayerLeft(string playerName) => PlayerLeft?.Invoke(playerName);
#endregion
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: db47bb9b3f6b5c747ae09b007c8aebf0
@@ -0,0 +1,97 @@
using FishNet.Object;
using FishNet.Object.Synchronizing;
using Steamworks;
using UnityEngine;
namespace Ashwild.Network
{
/// <summary>
/// Announces this player's arrival and departure to every other client's presence feed. Lives on
/// the networked player prefab (like PlayerNameTag) and is NOT owner-gated — remote copies must run
/// it so they can report their own despawn as a "left".
///
/// Join is server-driven: the owner submits its Steam name, the server stores it and fires a
/// one-shot ObserversRpc to whoever is watching right now. Because the RPC isn't buffered, a client
/// joining a busy room never replays the joins that happened before it arrived — no startup burst.
/// Leave is client-detected: when a player's copy despawns (disconnect), each remaining client reads
/// the replicated name and reports it. The feed UI itself suppresses the departure storm that fires
/// when the local player is the one leaving the session.
/// </summary>
[DisallowMultipleComponent]
public class SessionPresenceNotifier : NetworkBehaviour
{
#region Networked State
/// <summary>
/// The owner's display name, written by the server so every client can label this player's
/// "left" message once the copy despawns and the owner is already gone.
/// </summary>
private readonly SyncVar<string> displayName = new SyncVar<string>();
#endregion
#region Network Lifecycle
/// <summary>
/// On the owning client, publishes the local Steam persona name so the server can announce the join.
/// </summary>
public override void OnStartClient()
{
base.OnStartClient();
if (!base.IsOwner) return;
if (!SteamManager.Initialized)
{
Debug.LogError($"[SessionPresence] '{name}' — Steam not initialized, cannot announce join.", this);
return;
}
SubmitPresenceServerRpc(SteamFriends.GetPersonaName());
}
/// <summary>
/// A player's copy is despawning on this client. On non-owner copies that means a remote player
/// left the session, so report it; the owner never reports its own departure. Gated on the local
/// client still running so that OUR own disconnect — which despawns every copy at once — doesn't
/// announce the whole room leaving.
/// </summary>
public override void OnStopClient()
{
base.OnStopClient();
if (base.IsOwner || !base.IsClientStarted) return;
string playerName = displayName.Value;
if (!string.IsNullOrEmpty(playerName))
SessionPresenceEvents.RaisePlayerLeft(playerName);
}
#endregion
#region Replication
/// <summary>
/// Server-side: records the owner's name and announces the join once to the current observers.
/// </summary>
[ServerRpc]
private void SubmitPresenceServerRpc(string persona)
{
displayName.Value = persona;
AnnounceJoinObserversRpc(persona);
}
/// <summary>
/// Fires on every client observing this player at join time; each reports it to its feed,
/// except the owner who shouldn't be told they joined their own session.
/// </summary>
[ObserversRpc]
private void AnnounceJoinObserversRpc(string persona)
{
if (base.IsOwner) return;
SessionPresenceEvents.RaisePlayerJoined(persona);
}
#endregion
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8809701d89694f5488cc03b300f8dc09
+224 -25
View File
@@ -1,5 +1,7 @@
using System;
using System.Collections.Generic;
using FishNet;
using FishNet.Managing;
using Steamworks;
using UnityEngine;
using Ashwild.Player;
@@ -8,13 +10,18 @@ namespace Ashwild.Network
{
/// <summary>
/// The one place that bridges Steam friend invites into the game. It does three things:
/// • SEND — opens the Steam overlay friends list so the local player can invite a friend to
/// their current session (the in-game pause menu "Invite" button calls OpenInviteOverlay).
/// • SEND — while in a session, keeps a private "carrier" Steam lobby (one per local player, all
/// advertising the same host connect code) so the pause-menu "Invite" button can open Steam's
/// lobby invite overlay. Any session member — host or client — can invite their own friends,
/// and every invite still points at the single host's room (see NetworkSessionManager.MaxPlayers).
/// • PRESENCE — publishes the session's connect code as Steam Rich Presence while online, so
/// friends see "Join Game" and invites carry the code that JoinSession understands.
/// • RECEIVE — listens for Steam's GameRichPresenceJoinRequested callback (fired when a friend
/// accepts our invite or clicks "Join Game") and raises PlayerEvents.InviteReceived so the
/// menu can pop the invitation card. Also resolves friend avatars (async via Steam).
/// friends see "Join Game" in their friends list and that path carries the code JoinSession reads.
/// • RECEIVE — routes Steam's join paths to match the player's intent:
/// LobbyInvite_t (invitation just ARRIVED) → raises PlayerEvents.InviteReceived so the menu
/// pops the invitation card; the player joins with one in-game click, no Alt-Tab to Steam.
/// GameLobbyJoinRequested_t / GameRichPresenceJoinRequested_t (player explicitly clicked
/// "Join" inside Steam) → joins the session directly, skipping the card.
/// Also resolves friend avatars (async via Steam) for the invitation card.
/// Place this on the persistent FishNet NetworkManager GameObject, beside NetworkSessionManager.
/// </summary>
[DisallowMultipleComponent]
@@ -23,10 +30,16 @@ namespace Ashwild.Network
#region Constants
/// <summary>
/// Steam Rich Presence key that makes the "Join Game" entry appear for friends.
/// Steam Rich Presence / lobby-data key that makes the "Join Game" entry appear for friends
/// and carries the connect code an incoming friend uses to reach our session.
/// </summary>
private const string ConnectKey = "connect";
/// <summary>
/// Fallback member cap for the carrier lobby when the session manager is unavailable.
/// </summary>
private const int FallbackMemberLimit = 6;
#endregion
#region State
@@ -37,15 +50,41 @@ namespace Ashwild.Network
public static SteamInviteService Instance { get; private set; }
/// <summary>
/// Steam callback fired when a friend accepts our invite or clicks "Join Game".
/// Steam callback fired when a friend clicks "Join Game" via our Rich Presence connect string.
/// </summary>
private Callback<GameRichPresenceJoinRequested_t> joinRequestedCallback;
/// <summary>
/// Steam callback fired when the local player clicks "Join" on a lobby invite inside Steam.
/// </summary>
private Callback<GameLobbyJoinRequested_t> lobbyJoinRequestedCallback;
/// <summary>
/// Steam callback fired the moment a friend's lobby invitation ARRIVES (before any accept).
/// </summary>
private Callback<LobbyInvite_t> lobbyInviteCallback;
/// <summary>
/// Steam callback fired when an avatar image finishes downloading from Steam's servers.
/// </summary>
private Callback<AvatarImageLoaded_t> avatarLoadedCallback;
/// <summary>
/// Async result of CreateLobby — writes the connect code into the new lobby once it exists.
/// </summary>
private CallResult<LobbyCreated_t> lobbyCreatedResult;
/// <summary>
/// The local player's carrier lobby while in a session (Nil when none). Exists only so the
/// Steam overlay has a lobby to invite friends to; nobody actually stays in it.
/// </summary>
private CSteamID currentLobby;
/// <summary>
/// Connect code to stamp onto the carrier lobby once CreateLobby completes.
/// </summary>
private string pendingLobbyCode;
/// <summary>
/// Avatar requests still waiting on Steam to finish downloading the image, by SteamID64.
/// </summary>
@@ -86,7 +125,8 @@ namespace Ashwild.Network
}
/// <summary>
/// Unsubscribes from the bus and disposes the Steam callbacks — mirrors OnEnable.
/// Unsubscribes from the bus, tears down the carrier lobby, and disposes the Steam callbacks —
/// mirrors OnEnable.
/// </summary>
private void OnDisable()
{
@@ -94,10 +134,18 @@ namespace Ashwild.Network
PlayerEvents.SessionJoined -= HandleSessionJoined;
PlayerEvents.SessionStopped -= HandleSessionStopped;
LeaveCarrierLobby();
joinRequestedCallback?.Dispose();
lobbyJoinRequestedCallback?.Dispose();
lobbyInviteCallback?.Dispose();
avatarLoadedCallback?.Dispose();
lobbyCreatedResult?.Dispose();
joinRequestedCallback = null;
lobbyJoinRequestedCallback = null;
lobbyInviteCallback = null;
avatarLoadedCallback = null;
lobbyCreatedResult = null;
callbacksReady = false;
pendingAvatars.Clear();
@@ -112,10 +160,11 @@ namespace Ashwild.Network
}
/// <summary>
/// Clears the singleton reference.
/// Clears the singleton reference and leaves any carrier lobby still open.
/// </summary>
private void OnDestroy()
{
LeaveCarrierLobby();
if (Instance == this) Instance = null;
}
@@ -124,8 +173,10 @@ namespace Ashwild.Network
#region Public API
/// <summary>
/// Opens the Steam overlay friends list so the player can invite a friend to the current
/// session. Requires being in a session (host or client) so there is a code to share.
/// Opens the Steam overlay so the player can invite a friend to the current session. Prefers
/// the lobby invite dialog (so the friend gets an in-game invitation card via LobbyInvite_t);
/// falls back to the plain connect-string dialog if the carrier lobby isn't ready. Requires
/// being in a session (host or client) so there is a code to share.
/// </summary>
public void OpenInviteOverlay()
{
@@ -142,7 +193,10 @@ namespace Ashwild.Network
return;
}
SteamFriends.ActivateGameOverlayInviteDialogConnectString(code);
if (currentLobby.IsValid())
SteamFriends.ActivateGameOverlayInviteDialog(currentLobby);
else
SteamFriends.ActivateGameOverlayInviteDialogConnectString(code);
}
/// <summary>
@@ -181,7 +235,44 @@ namespace Ashwild.Network
#region Steam Callbacks
/// <summary>
/// A friend accepted our invite / clicked "Join Game" — surface it to the menu popup.
/// A friend's lobby invitation just ARRIVED — surface it to the menu popup so the player can
/// join with one in-game click. The connect code is read from the inviter's Rich Presence,
/// which every session member publishes; an empty read means we can't build a joinable card.
/// </summary>
private void OnLobbyInvite(LobbyInvite_t cb)
{
CSteamID inviter = new CSteamID(cb.m_ulSteamIDUser);
string connect = ResolveConnectFromFriend(inviter);
if (string.IsNullOrEmpty(connect))
{
Debug.LogWarning($"[SteamInvite] Lobby invite from {cb.m_ulSteamIDUser} had no readable connect code — ignoring.", this);
return;
}
string inviterName = inviter.IsValid() ? SteamFriends.GetFriendPersonaName(inviter) : "Un ami";
Debug.Log($"[SteamInvite] Invitation reçue de {inviterName} (connect={connect}).", this);
PlayerEvents.RaiseInviteReceived(cb.m_ulSteamIDUser, inviterName, connect);
}
/// <summary>
/// The player clicked "Join" on a lobby invite inside Steam — an explicit intent, so we join
/// the session directly and skip the invitation card.
/// </summary>
private void OnLobbyJoinRequested(GameLobbyJoinRequested_t cb)
{
string connect = ResolveConnectFromFriend(cb.m_steamIDFriend);
if (string.IsNullOrEmpty(connect))
{
Debug.LogWarning("[SteamInvite] Lobby join request had no readable connect code — ignoring.", this);
return;
}
JoinDirect(connect);
}
/// <summary>
/// A friend clicked "Join Game" via our Rich Presence connect string — an explicit intent, so
/// we join directly rather than popping the invitation card.
/// </summary>
private void OnJoinRequested(GameRichPresenceJoinRequested_t cb)
{
@@ -192,13 +283,24 @@ namespace Ashwild.Network
return;
}
ulong inviterId = cb.m_steamIDFriend.m_SteamID;
string inviterName = cb.m_steamIDFriend.IsValid()
? SteamFriends.GetFriendPersonaName(cb.m_steamIDFriend)
: "Un ami";
JoinDirect(connect);
}
Debug.Log($"[SteamInvite] Invitation reçue de {inviterName} (connect={connect}).", this);
PlayerEvents.RaiseInviteReceived(inviterId, inviterName, connect);
/// <summary>
/// The carrier lobby finished creating — record it and stamp the connect code onto it so a
/// joining friend could also recover the code from lobby data if needed.
/// </summary>
private void OnLobbyCreated(LobbyCreated_t cb, bool ioFailure)
{
if (ioFailure || cb.m_eResult != EResult.k_EResultOK)
{
Debug.LogWarning($"[SteamInvite] Failed to create the invite lobby (result={cb.m_eResult}, ioFailure={ioFailure}). Invites fall back to the connect string.", this);
return;
}
currentLobby = new CSteamID(cb.m_ulSteamIDLobby);
if (!string.IsNullOrEmpty(pendingLobbyCode))
SteamMatchmaking.SetLobbyData(currentLobby, ConnectKey, pendingLobbyCode);
}
/// <summary>
@@ -218,22 +320,34 @@ namespace Ashwild.Network
#region Event Handlers
/// <summary>
/// Host came online — advertise the session code so friends can join/invite.
/// Host came online — advertise the session code and open a carrier lobby friends can be invited to.
/// </summary>
private void HandleSessionOnline(string code) => PublishConnect(code);
private void HandleSessionOnline(string code)
{
PublishConnect(code);
CreateCarrierLobby(code);
}
/// <summary>
/// Joined a host — advertise the same code so this client can also invite friends.
/// Joined a host — advertise the same code and open a carrier lobby so this client can also
/// invite its own friends into the host's room.
/// </summary>
private void HandleSessionJoined() => PublishConnect(PlayerEvents.SessionCode);
private void HandleSessionJoined()
{
string code = PlayerEvents.SessionCode;
PublishConnect(code);
CreateCarrierLobby(code);
}
/// <summary>
/// Session ended — remove the Rich Presence so we stop advertising as joinable.
/// Session ended — stop advertising as joinable and tear down the carrier lobby.
/// </summary>
private void HandleSessionStopped()
{
if (SteamManager.Initialized)
SteamFriends.SetRichPresence(ConnectKey, null);
LeaveCarrierLobby();
}
#endregion
@@ -248,7 +362,10 @@ namespace Ashwild.Network
if (callbacksReady || !SteamManager.Initialized) return;
joinRequestedCallback = Callback<GameRichPresenceJoinRequested_t>.Create(OnJoinRequested);
lobbyJoinRequestedCallback = Callback<GameLobbyJoinRequested_t>.Create(OnLobbyJoinRequested);
lobbyInviteCallback = Callback<LobbyInvite_t>.Create(OnLobbyInvite);
avatarLoadedCallback = Callback<AvatarImageLoaded_t>.Create(OnAvatarLoaded);
lobbyCreatedResult = CallResult<LobbyCreated_t>.Create(OnLobbyCreated);
callbacksReady = true;
}
@@ -261,6 +378,88 @@ namespace Ashwild.Network
SteamFriends.SetRichPresence(ConnectKey, code);
}
/// <summary>
/// Opens (or refreshes) the private carrier lobby that the invite overlay hangs its friend
/// invites off. Friends-only and capped at the room's player limit; the connect code is stamped
/// on once LobbyCreated returns. No-op without Steam or a code; refreshes data if one already exists.
/// </summary>
private void CreateCarrierLobby(string code)
{
if (!SteamManager.Initialized || string.IsNullOrEmpty(code)) return;
pendingLobbyCode = code;
if (currentLobby.IsValid())
{
SteamMatchmaking.SetLobbyData(currentLobby, ConnectKey, code);
return;
}
int memberLimit = NetworkSessionManager.Instance != null
? NetworkSessionManager.Instance.MaxPlayers
: FallbackMemberLimit;
SteamAPICall_t call = SteamMatchmaking.CreateLobby(ELobbyType.k_ELobbyTypeFriendsOnly, memberLimit);
lobbyCreatedResult?.Set(call);
}
/// <summary>
/// Leaves and forgets the carrier lobby, if one is open.
/// </summary>
private void LeaveCarrierLobby()
{
pendingLobbyCode = null;
if (!currentLobby.IsValid()) return;
if (SteamManager.Initialized)
SteamMatchmaking.LeaveLobby(currentLobby);
currentLobby = CSteamID.Nil;
}
/// <summary>
/// Reads the connect code a session member publishes via Rich Presence. Returns empty when the
/// friend is invalid, offline, or hasn't published one (they may not be in a session).
/// </summary>
private string ResolveConnectFromFriend(CSteamID friend)
{
if (!SteamManager.Initialized || !friend.IsValid()) return string.Empty;
return SteamFriends.GetFriendRichPresence(friend, ConnectKey);
}
/// <summary>
/// Connects straight to a session by its code — used when the player expressed an explicit
/// "Join" intent inside Steam. Ignored (with a log) when already in a session so a stray Steam
/// click can't tear down a running game.
/// </summary>
private void JoinDirect(string code)
{
if (IsAlreadyInSession())
{
Debug.LogWarning("[SteamInvite] Ignoring a Steam join request — already in a session.", this);
return;
}
if (NetworkSessionManager.Instance == null)
{
Debug.LogError("[SteamInvite] Cannot join — NetworkSessionManager missing.", this);
return;
}
GameSession.Mode = GameSession.LaunchMode.Join;
GameSession.JoinCode = code;
NetworkSessionManager.Instance.JoinSession(code);
}
/// <summary>
/// True when a client or server connection is already up, so we shouldn't start a fresh join.
/// </summary>
private bool IsAlreadyInSession()
{
NetworkManager nm = InstanceFinder.NetworkManager;
if (nm == null) return false;
return nm.ClientManager.Started || nm.ServerManager.Started;
}
#endregion
}
}
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 7bcd5cb7e1311614a8607e68424e119f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,185 @@
using UnityEngine;
namespace Ashwild.Player
{
/// <summary>
/// Drives a humanoid Animator from the local player's PlayerEvents bus so a visible rig
/// reflects what the player is doing. It is a pure consumer of the bus — it never simulates
/// anything itself — which lets the exact same component drive two independent rigs from one
/// shared source of truth: the owner's first-person arms (seen only by the owner, never
/// networked) and his third-person body (replicated to other players by a sibling FishNet
/// NetworkAnimator). Because both rigs read the same events at the same frame, the arms the
/// owner sees and the body everyone else sees stay in lockstep by construction.
/// This is owner-only local simulation: add every instance to
/// PlayerNetworkController.ownerOnlyBehaviours so remote puppets never run it — a remote body
/// is animated by its replicated NetworkAnimator instead. Every parameter name is optional;
/// leave a field blank to skip that parameter, so a minimal arms rig can ignore the full
/// locomotion blend that the third-person body uses.
/// </summary>
[DisallowMultipleComponent]
public class PlayerAnimatorDriver : MonoBehaviour
{
#region Serialized Fields
[Header("Target")]
[SerializeField] private Animator animator;
[Tooltip("Transform whose facing defines local move direction. Defaults to the Animator's transform when left empty.")]
[SerializeField] private Transform orientation;
[Header("Float parameters (leave blank to skip)")]
[SerializeField] private string speedParam = "Speed";
[SerializeField] private string moveXParam = "MoveX";
[SerializeField] private string moveYParam = "MoveY";
[Tooltip("Planar speed (m/s) that maps to 1 in the blend tree. 0 feeds raw speed unscaled.")]
[SerializeField] private float normalizeSpeed = 6f;
[Tooltip("Damping applied to float parameters for smooth blends.")]
[SerializeField] private float floatDampTime = 0.1f;
[Header("Bool parameters (leave blank to skip)")]
[SerializeField] private string groundedParam = "Grounded";
[SerializeField] private string crouchingParam = "Crouching";
[SerializeField] private string sprintingParam = "Sprinting";
[Header("Trigger parameters (leave blank to skip)")]
[SerializeField] private string jumpParam = "Jump";
[SerializeField] private string attackParam = "Attack";
[SerializeField] private string landParam = "Land";
#endregion
#region State
private Vector3 planarVelocity;
private int speedId, moveXId, moveYId;
private int groundedId, crouchingId, sprintingId;
private int jumpId, attackId, landId;
#endregion
#region Unity Lifecycle
/// <summary>
/// Caches parameter hashes (0 for blank names, which are then skipped) and defaults the
/// orientation reference so local move direction works without extra wiring.
/// </summary>
private void Awake()
{
speedId = Hash(speedParam);
moveXId = Hash(moveXParam);
moveYId = Hash(moveYParam);
groundedId = Hash(groundedParam);
crouchingId = Hash(crouchingParam);
sprintingId = Hash(sprintingParam);
jumpId = Hash(jumpParam);
attackId = Hash(attackParam);
landId = Hash(landParam);
if (orientation == null && animator != null)
orientation = animator.transform;
}
/// <summary>
/// Subscribes to the locomotion/tool events that map onto animation, and seeds the bool
/// parameters from the bus's current state so a freshly enabled rig starts in the right pose.
/// </summary>
private void OnEnable()
{
PlayerEvents.VelocityChanged += HandleVelocityChanged;
PlayerEvents.GroundedChanged += HandleGroundedChanged;
PlayerEvents.CrouchChanged += HandleCrouchChanged;
PlayerEvents.SprintChanged += HandleSprintChanged;
PlayerEvents.Jumped += HandleJumped;
PlayerEvents.AttackSwung += HandleAttackSwung;
PlayerEvents.LandingStunStarted += HandleLandingStunStarted;
SetBool(groundedId, PlayerEvents.IsGrounded);
SetBool(crouchingId, PlayerEvents.IsCrouching);
SetBool(sprintingId, PlayerEvents.IsSprinting);
}
/// <summary>
/// Unsubscribes — mirrors OnEnable exactly.
/// </summary>
private void OnDisable()
{
PlayerEvents.VelocityChanged -= HandleVelocityChanged;
PlayerEvents.GroundedChanged -= HandleGroundedChanged;
PlayerEvents.CrouchChanged -= HandleCrouchChanged;
PlayerEvents.SprintChanged -= HandleSprintChanged;
PlayerEvents.Jumped -= HandleJumped;
PlayerEvents.AttackSwung -= HandleAttackSwung;
PlayerEvents.LandingStunStarted -= HandleLandingStunStarted;
}
/// <summary>
/// Pushes the smoothed movement floats every frame so blend trees ease between poses
/// instead of snapping when velocity changes.
/// </summary>
private void Update()
{
if (animator == null) return;
float scale = normalizeSpeed > 0f ? 1f / normalizeSpeed : 1f;
SetFloat(speedId, planarVelocity.magnitude * scale);
if (moveXId != 0 || moveYId != 0)
{
Vector3 local = orientation != null
? orientation.InverseTransformDirection(planarVelocity)
: planarVelocity;
SetFloat(moveXId, local.x * scale);
SetFloat(moveYId, local.z * scale);
}
}
#endregion
#region Event Handlers
/// <summary>
/// Caches the planar (horizontal) velocity that Update turns into blend-tree floats.
/// </summary>
private void HandleVelocityChanged(Vector3 velocity)
{
planarVelocity = new Vector3(velocity.x, 0f, velocity.z);
}
private void HandleGroundedChanged(bool grounded, float impactSpeed) => SetBool(groundedId, grounded);
private void HandleCrouchChanged(bool crouching) => SetBool(crouchingId, crouching);
private void HandleSprintChanged(bool sprinting) => SetBool(sprintingId, sprinting);
private void HandleJumped() => SetTrigger(jumpId);
private void HandleAttackSwung() => SetTrigger(attackId);
/// <summary>
/// A landing stun begins on a hard touchdown — the cue for a landing animation.
/// </summary>
private void HandleLandingStunStarted(float duration) => SetTrigger(landId);
#endregion
#region Internal Helpers
/// <summary>
/// Hashes a parameter name, returning 0 for a blank name so the setters can skip it.
/// </summary>
private int Hash(string paramName) => string.IsNullOrEmpty(paramName) ? 0 : Animator.StringToHash(paramName);
private void SetFloat(int id, float value)
{
if (id != 0) animator.SetFloat(id, value, floatDampTime, Time.deltaTime);
}
private void SetBool(int id, bool value)
{
if (id != 0 && animator != null) animator.SetBool(id, value);
}
private void SetTrigger(int id)
{
if (id != 0 && animator != null) animator.SetTrigger(id);
}
#endregion
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8c1abd96334ddec4f8abf1ccdde057f9
@@ -47,6 +47,7 @@ namespace Ashwild.Player
public static event Action<bool> SprintHeld;
public static event Action CrouchPressed;
public static event Action AttackPressed;
public static event Action SecondaryUsePressed; // right-click / secondary use (build menu, aim, block, ...)
public static event Action InteractPressed;
public static event Action DropPressed;
public static event Action InventoryTogglePressed;
@@ -115,6 +116,12 @@ namespace Ashwild.Player
public static event Action EquipAnimComplete;
public static event Action UnequipAnimComplete;
// ============================================================
// Building events
// ============================================================
public static event Action BuildMenuToggleRequested; // the build hammer asks to open/close the construction menu
// ============================================================
// Cooking events
// ============================================================
@@ -166,6 +173,7 @@ namespace Ashwild.Player
public static void RaiseSprintHeld(bool b) { Log(nameof(SprintHeld)); SprintHeld?.Invoke(b); }
public static void RaiseCrouchPressed() { Log(nameof(CrouchPressed)); CrouchPressed?.Invoke(); }
public static void RaiseAttackPressed() { Log(nameof(AttackPressed)); AttackPressed?.Invoke(); }
public static void RaiseSecondaryUsePressed() { Log(nameof(SecondaryUsePressed)); SecondaryUsePressed?.Invoke(); }
public static void RaiseInteractPressed() { Log(nameof(InteractPressed)); InteractPressed?.Invoke(); }
public static void RaiseDropPressed() { Log(nameof(DropPressed)); DropPressed?.Invoke(); }
public static void RaiseInventoryTogglePressed() { Log(nameof(InventoryTogglePressed)); InventoryTogglePressed?.Invoke(); }
@@ -258,6 +266,8 @@ namespace Ashwild.Player
public static void RaiseEquipAnimComplete() { EquipAnimComplete?.Invoke(); }
public static void RaiseUnequipAnimComplete() { UnequipAnimComplete?.Invoke(); }
public static void RaiseBuildMenuToggleRequested() { Log(nameof(BuildMenuToggleRequested)); BuildMenuToggleRequested?.Invoke(); }
public static void RaiseFoodPlacedToCook(ItemData raw) { Log(nameof(FoodPlacedToCook)); FoodPlacedToCook?.Invoke(raw); }
public static void RaiseFoodCookedReady(ItemData cooked) { Log(nameof(FoodCookedReady)); FoodCookedReady?.Invoke(cooked); }
public static void RaiseFuelAdded(ItemData fuel) { Log(nameof(FuelAdded)); FuelAdded?.Invoke(fuel); }
@@ -0,0 +1,85 @@
using UnityEngine;
using Ashwild.Inventory;
namespace Ashwild.Player
{
/// <summary>
/// Held-item logic for the build hammer, placed on its hand prefab. While equipped it
/// listens to the secondary-use input (right-click) and asks the construction UI to
/// open/close through the bus — it never reaches for the menu itself, so the hammer
/// stays a pure input source and the UI owns its own state. Left-click placement will
/// be added on top of this once the build menu exists.
/// </summary>
[DisallowMultipleComponent]
public class BuildHammerBehaviour : MonoBehaviour, IHeldItemBehaviour
{
#region Serialized Fields
[Header("Cooldown")]
/// <summary>
/// Minimum time, in seconds, between two menu toggles so a held right-click
/// does not flicker the menu open and shut.
/// </summary>
[SerializeField] private float toggleCooldown = 0.25f;
#endregion
#region State
/// <summary>
/// Earliest time, in seconds, the next menu toggle is allowed.
/// </summary>
private float nextToggleTime;
#endregion
#region Unity Lifecycle
/// <summary>
/// Subscribes to the secondary-use input for as long as the hammer is held.
/// </summary>
private void OnEnable()
{
PlayerEvents.SecondaryUsePressed += HandleSecondaryUse;
}
/// <summary>
/// Unsubscribes when the hammer is put away (the prefab is destroyed).
/// </summary>
private void OnDisable()
{
PlayerEvents.SecondaryUsePressed -= HandleSecondaryUse;
}
#endregion
#region IHeldItemBehaviour
/// <summary>
/// Nothing to link yet: toggling the menu needs no player refs. Present to satisfy
/// the held-item contract; placement logic added later will use the context.
/// </summary>
public void Setup(HeldItemContext context, ItemData item)
{
}
#endregion
#region Event Handlers
/// <summary>
/// Requests the construction menu to open/close on right-click, gated by lock and
/// cooldown. The UI decides whether that opens or closes it.
/// </summary>
private void HandleSecondaryUse()
{
if (PlayerEvents.InputLocked) return;
if (Time.time < nextToggleTime) return;
nextToggleTime = Time.time + toggleCooldown;
PlayerEvents.RaiseBuildMenuToggleRequested();
}
#endregion
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 59ffa82caa5b57841a87a6f1e5d8839d
@@ -199,6 +199,7 @@ namespace Ashwild.Player
WireHold(playerMap, "Sprint", PlayerEvents.RaiseSprintHeld);
WireButton(playerMap, "Crouch", PlayerEvents.RaiseCrouchPressed);
WireButton(playerMap, "Attack", PlayerEvents.RaiseAttackPressed);
WireButton(playerMap, "SecondaryUse", PlayerEvents.RaiseSecondaryUsePressed);
WireButton(playerMap, "Interact", PlayerEvents.RaiseInteractPressed);
WireButton(playerMap, "Drop", PlayerEvents.RaiseDropPressed);
WireButton(playerMap, "Inventory", PlayerEvents.RaiseInventoryTogglePressed);
@@ -0,0 +1,144 @@
using System.Collections.Generic;
using UnityEngine;
using Ashwild.Network;
using Ashwild.Player;
namespace Ashwild.UI
{
/// <summary>
/// The in-game feed that spawns a "X a rejoint / a quitté la partie" line whenever a remote player
/// joins or leaves the session. Listens to the network layer's SessionPresenceEvents (raised on
/// every client, host or not) and instantiates a PresenceFeedEntry under a holder whose layout group
/// stacks the lines. Drop this on the holder (or any object referencing it) in the game scene.
///
/// While the local player is tearing the session down (returning to the menu, or the host stopping)
/// every remote copy despawns at once, which would spam "left" lines; this feed goes quiet on those
/// bus events so that storm never reaches the screen.
/// </summary>
[DisallowMultipleComponent]
public class PlayerPresenceFeedUI : MonoBehaviour
{
#region Serialized Fields
[Header("References")]
[Tooltip("Holder the entries are parented to — give it a VerticalLayoutGroup so lines stack.")]
[SerializeField] private RectTransform holder;
[Tooltip("Prefab with a PresenceFeedEntry (CanvasGroup + label) instantiated per notification.")]
[SerializeField] private PresenceFeedEntry entryPrefab;
[Header("Messages")]
[Tooltip("Join line format — {0} is the player name.")]
[SerializeField] private string joinFormat = "{0} a rejoint la partie";
[Tooltip("Leave line format — {0} is the player name.")]
[SerializeField] private string leaveFormat = "{0} a quitté la partie";
[Header("Colours")]
[SerializeField] private Color joinColor = new Color(0.45f, 1f, 0.45f);
[SerializeField] private Color leaveColor = new Color(1f, 0.55f, 0.45f);
[Header("Timing")]
[Tooltip("Seconds a line stays fully visible before fading out.")]
[SerializeField] private float holdDuration = 4f;
[SerializeField] private float fadeInDuration = 0.3f;
[SerializeField] private float fadeOutDuration = 0.5f;
[Header("Limits")]
[Tooltip("Oldest lines are removed once this many are on screen at once.")]
[SerializeField] private int maxEntries = 5;
#endregion
#region State
/// <summary>
/// Currently displayed lines, oldest first — trimmed from the front when over the cap.
/// </summary>
private readonly List<PresenceFeedEntry> activeEntries = new List<PresenceFeedEntry>();
/// <summary>
/// True once the session is tearing down, so the despawn-driven "left" storm is ignored.
/// </summary>
private bool suppressed;
#endregion
#region Unity Lifecycle
/// <summary>
/// Subscribes to presence notifications and the teardown signals that mute the feed.
/// </summary>
private void OnEnable()
{
SessionPresenceEvents.PlayerJoined += HandlePlayerJoined;
SessionPresenceEvents.PlayerLeft += HandlePlayerLeft;
PlayerEvents.ReturningToMenu += HandleTeardown;
PlayerEvents.SessionStopped += HandleTeardown;
}
/// <summary>
/// Unsubscribes — mirrors OnEnable exactly.
/// </summary>
private void OnDisable()
{
SessionPresenceEvents.PlayerJoined -= HandlePlayerJoined;
SessionPresenceEvents.PlayerLeft -= HandlePlayerLeft;
PlayerEvents.ReturningToMenu -= HandleTeardown;
PlayerEvents.SessionStopped -= HandleTeardown;
}
#endregion
#region Event Handlers
/// <summary>
/// Shows a green arrival line for the named player.
/// </summary>
private void HandlePlayerJoined(string playerName) => Push(string.Format(joinFormat, playerName), joinColor);
/// <summary>
/// Shows an orange departure line for the named player.
/// </summary>
private void HandlePlayerLeft(string playerName) => Push(string.Format(leaveFormat, playerName), leaveColor);
/// <summary>
/// Mutes the feed for the rest of its lifetime once the session is being torn down.
/// </summary>
private void HandleTeardown() => suppressed = true;
#endregion
#region Internal Helpers
/// <summary>
/// Instantiates a feed line, trimming the oldest ones past the cap. Ignored while muted or when
/// a reference is missing (logged once so a mis-wired holder/prefab is obvious).
/// </summary>
private void Push(string message, Color color)
{
if (suppressed) return;
if (holder == null || entryPrefab == null)
{
Debug.LogError("[PresenceFeed] Holder or entry prefab not assigned — cannot show notifications.", this);
return;
}
activeEntries.RemoveAll(e => e == null);
while (activeEntries.Count >= maxEntries)
{
PresenceFeedEntry oldest = activeEntries[0];
activeEntries.RemoveAt(0);
if (oldest != null) Destroy(oldest.gameObject);
}
PresenceFeedEntry entry = Instantiate(entryPrefab, holder);
entry.Play(message, color, holdDuration, fadeInDuration, fadeOutDuration);
activeEntries.Add(entry);
}
#endregion
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e34a77305857ab84a87431aca9903af0
@@ -0,0 +1,81 @@
using UnityEngine;
using TMPro;
using DG.Tweening;
namespace Ashwild.UI
{
/// <summary>
/// A single line in the player presence feed (e.g. "Alex a rejoint la partie"). Fades itself in,
/// holds, fades out, then self-destructs — the parent holder's layout group handles stacking, so
/// this only ever animates its own alpha and never fights the layout for position.
/// </summary>
[DisallowMultipleComponent]
[RequireComponent(typeof(CanvasGroup))]
public class PresenceFeedEntry : MonoBehaviour
{
#region Serialized Fields
[Header("References")]
[Tooltip("The label that shows the join/leave message.")]
[SerializeField] private TMP_Text label;
[Tooltip("Faded in and out over the entry's lifetime. Auto-fetched from this object if left empty.")]
[SerializeField] private CanvasGroup canvasGroup;
#endregion
#region State
/// <summary>
/// The full lifecycle tween (fade in → hold → fade out → destroy), killed on teardown.
/// </summary>
private Sequence lifecycle;
#endregion
#region Unity Lifecycle
/// <summary>
/// Caches the CanvasGroup when it wasn't wired in the inspector.
/// </summary>
private void Awake()
{
if (canvasGroup == null) canvasGroup = GetComponent<CanvasGroup>();
}
/// <summary>
/// Kills the lifecycle tween so it never targets a destroyed object.
/// </summary>
private void OnDestroy()
{
lifecycle?.Kill();
}
#endregion
#region Public API
/// <summary>
/// Fills in the message and colour, then runs the fade-in → hold → fade-out → destroy sequence.
/// Safe to call once right after instantiation.
/// </summary>
public void Play(string message, Color color, float holdDuration, float fadeInDuration, float fadeOutDuration)
{
if (label != null)
{
label.text = message;
label.color = color;
}
canvasGroup.alpha = 0f;
lifecycle = DOTween.Sequence();
lifecycle.Append(canvasGroup.DOFade(1f, fadeInDuration).SetEase(Ease.OutQuad));
lifecycle.AppendInterval(holdDuration);
lifecycle.Append(canvasGroup.DOFade(0f, fadeOutDuration).SetEase(Ease.InQuad));
lifecycle.OnComplete(() => Destroy(gameObject));
}
#endregion
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4c87382f506a62e489d4ea7a432accac
+1
View File
@@ -8,6 +8,7 @@
"com.unity.ide.visualstudio": "2.0.26",
"com.unity.inputsystem": "1.19.0",
"com.unity.multiplayer.center": "1.0.1",
"com.unity.recorder": "5.1.6",
"com.unity.render-pipelines.universal": "17.3.0",
"com.unity.test-framework": "1.6.0",
"com.unity.timeline": "1.8.12",
+23 -3
View File
@@ -15,6 +15,15 @@
},
"url": "https://packages.unity.com"
},
"com.unity.bindings.openimageio": {
"version": "1.0.2",
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.collections": "1.2.4"
},
"url": "https://packages.unity.com"
},
"com.unity.burst": {
"version": "1.8.29",
"depth": 2,
@@ -34,7 +43,7 @@
},
"com.unity.collections": {
"version": "2.6.6",
"depth": 2,
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.burst": "1.8.28",
@@ -102,11 +111,22 @@
},
"com.unity.nuget.mono-cecil": {
"version": "1.11.6",
"depth": 3,
"depth": 2,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.recorder": {
"version": "5.1.6",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.timeline": "1.8.7",
"com.unity.collections": "1.2.4",
"com.unity.bindings.openimageio": "1.0.2"
},
"url": "https://packages.unity.com"
},
"com.unity.render-pipelines.core": {
"version": "17.3.0",
"depth": 1,
@@ -167,7 +187,7 @@
},
"com.unity.test-framework.performance": {
"version": "3.5.0",
"depth": 3,
"depth": 2,
"source": "registry",
"dependencies": {
"com.unity.test-framework": "1.1.33",
+4 -2
View File
@@ -3,7 +3,9 @@
--- !u!78 &1
TagManager:
serializedVersion: 3
tags: []
tags:
- OreNode
- OrePickup
layers:
- Default
- TransparentFX
@@ -17,7 +19,7 @@ TagManager:
- Build
- Player
- Pickable
-
- LocalBody
-
-
-