diff --git a/Assets/Joystick Pack/Scripts/Base/Joystick.cs b/Assets/Joystick Pack/Scripts/Base/Joystick.cs index c332b26d44..f592403968 100644 --- a/Assets/Joystick Pack/Scripts/Base/Joystick.cs +++ b/Assets/Joystick Pack/Scripts/Base/Joystick.cs @@ -1,10 +1,13 @@ -using System.Collections; +using System; +using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler { + public event Action OnPointUp; + public float Horizontal { get { return (snapX) ? SnapFloat(input.x, AxisOptions.Horizontal) : input.x; } } public float Vertical { get { return (snapY) ? SnapFloat(input.y, AxisOptions.Vertical) : input.y; } } public Vector2 Direction { get { return new Vector2(Horizontal, Vertical); } } @@ -133,6 +136,8 @@ public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPoint { input = Vector2.zero; handle.anchoredPosition = Vector2.zero; + + OnPointUp?.Invoke(); } protected Vector2 ScreenPointToAnchoredPosition(Vector2 screenPosition) diff --git a/Assets/NetworkLib/Debug/netstandard2.1/CSNetwork.dll b/Assets/NetworkLib/Debug/netstandard2.1/CSNetwork.dll index 808bd1c9ba..3ce693c699 100644 Binary files a/Assets/NetworkLib/Debug/netstandard2.1/CSNetwork.dll and b/Assets/NetworkLib/Debug/netstandard2.1/CSNetwork.dll differ diff --git a/Assets/PerfectWorld/Scripts/Network/UnityGameSession.cs b/Assets/PerfectWorld/Scripts/Network/UnityGameSession.cs index d0297c2de3..e15719b626 100644 --- a/Assets/PerfectWorld/Scripts/Network/UnityGameSession.cs +++ b/Assets/PerfectWorld/Scripts/Network/UnityGameSession.cs @@ -70,7 +70,17 @@ namespace BrewMonster.Network Instance._gameSession.LoginAsync(username, password, onLoginComplete); } - + public void c2s_SendCmdStopMove(in Vector3 vDest, float fSpeed, int iMoveMode, + byte byDir, ushort wStamp, int iTime) + { + Debug.LogWarning("HoangDev : c2s_SendCmdStopMove"); + Instance._gameSession.c2s_SendCmdStopMove(EC_Utility.ToNumerics( vDest),fSpeed,iMoveMode,byDir,wStamp,iTime); + } + public void c2s_CmdPlayerMove(in Vector3 vCurPos, in Vector3 vDest, + int iTime, float fSpeed, int iMoveMode, ushort wStamp) + { + Instance._gameSession.c2s_CmdPlayerMove(EC_Utility.ToNumerics(vCurPos),EC_Utility.ToNumerics( vDest),iTime,fSpeed,iMoveMode,wStamp); + } protected override void Initialize() { BaseSecurity.Initizalize(); diff --git a/Assets/Scripts/CECHostPlayer.cs b/Assets/Scripts/CECHostPlayer.cs index 91365cb575..16c4288137 100644 --- a/Assets/Scripts/CECHostPlayer.cs +++ b/Assets/Scripts/CECHostPlayer.cs @@ -13,6 +13,8 @@ using UnityEngine.SceneManagement; using UnityEngine.UI; using Scene = UnityEngine.SceneManagement.Scene; using System.Runtime.InteropServices; +using static UnityEngine.InputManagerEntry; +using Unity.VisualScripting; public class CECHostPlayer : MonoBehaviour { @@ -24,8 +26,9 @@ public class CECHostPlayer : MonoBehaviour [SerializeField] private Button btnRun; [SerializeField] private Transform parentModel; - PlayerStateMachine playerStateMachine; - PlayerMoveState moveState; + PlayerStateMachine _playerStateMachine; + PlayerMoveState _moveState; + PlayerIdleState _idleState; CECHostMove m_MoveCtrl; float playerSpeed = 5.0f; @@ -55,8 +58,9 @@ public class CECHostPlayer : MonoBehaviour private void Awake() { - moveState = new PlayerMoveState(this); - playerStateMachine = new PlayerStateMachine(); + _moveState = new PlayerMoveState(this); + _idleState = new PlayerIdleState(this); + _playerStateMachine = new PlayerStateMachine(); m_MoveCtrl = new CECHostMove(this); // Cache: không bắt buộc, nhưng gọn tay và ít gọi property lặp. @@ -67,6 +71,7 @@ public class CECHostPlayer : MonoBehaviour } } + public void SetModelHostPlayer() { modle = NPCManager.Instance.GetModelPlayer(); @@ -78,19 +83,23 @@ public class CECHostPlayer : MonoBehaviour } private void Start() { - playerStateMachine.InitState(moveState); + _playerStateMachine.InitState(_moveState); // btnJump.onClick.AddListener(HandleJump); } private void Update() { - m_MoveCtrl.Tick(Time.deltaTime); + Debug.Log($"(ulong)Time.deltaTime * 1000 {(ulong)(Time.deltaTime * 1000)}"); + m_MoveCtrl.Tick((ulong)(Time.deltaTime * 1000)); // Nếu có thay đổi runtime, có thể lấy lại mỗi vài giây/Start nếu bạn thích: // ccRadius = controller.radius; ccSkin = controller.skinWidth; - playerStateMachine.UpdateState(); + _playerStateMachine.UpdateState(); + } + public void StopMovement() + { + m_MoveCtrl.SendStopMoveCmd(transform.position, 5f, (int)MoveMode.GP_MOVE_WALK); } - public void HandleMovement() { // 1) Kiểm tra grounded bằng SphereCast ngắn dựa trên radius + skinWidth @@ -127,6 +136,11 @@ public class CECHostPlayer : MonoBehaviour m_MoveCtrl.SendMoveCmd(transform.position, controller.velocity, (int)MoveMode.GP_MOVE_RUN); } else + { + //_playerStateMachine.ChangeState(_idleState); + } + + if (joystick) { } @@ -134,6 +148,10 @@ public class CECHostPlayer : MonoBehaviour Vector3 finalMove = (move * playerSpeed) + (playerVelocity.y * Vector3.up); controller.Move(finalMove * Time.deltaTime); } + private void JoystickRelease() + { + StopMovement(); + } private bool GroundCheck(out RaycastHit hit) { @@ -327,6 +345,7 @@ public class CECHostPlayer : MonoBehaviour SetModelHostPlayer(); Debug.LogError("Pos Character = " + pos); joystick = FindAnyObjectByType(); + joystick.OnPointUp += JoystickRelease; } } diff --git a/Assets/Scripts/EC_Utility.cs b/Assets/Scripts/EC_Utility.cs new file mode 100644 index 0000000000..9acaef124a --- /dev/null +++ b/Assets/Scripts/EC_Utility.cs @@ -0,0 +1,37 @@ +using System; +using UnityEngine; + +public static class EC_Utility +{ + public static byte glb_CompressDirH(float x, float z) + { + const float fInvInter = 256.0f / 360.0f; + + if (Math.Abs(x) < 0.00001f) + { + if (z > 0.0f) + return 64; + else + return 192; + } + else + { + // atan2 trong C# trả về radian, cần đổi sang độ + float fDeg = (float)(Math.Atan2(z, x) * (180.0 / Math.PI)); + + // đảm bảo góc nằm trong [0, 360) + if (fDeg < 0) + fDeg += 360.0f; + + return (byte)(fDeg * fInvInter); + } + } + public static System.Numerics.Vector3 ToNumerics(this UnityEngine.Vector3 v) + { + return new System.Numerics.Vector3(v.x, v.y, v.z); + } + public static float MagnitudeH(this Vector3 v) + { + return Mathf.Sqrt(v.x * v.x + v.z * v.z); + } +} diff --git a/Assets/Scripts/EC_Utility.cs.meta b/Assets/Scripts/EC_Utility.cs.meta new file mode 100644 index 0000000000..7abe73c18c --- /dev/null +++ b/Assets/Scripts/EC_Utility.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 927789371b017f345a12f6d7adbc87ff \ No newline at end of file diff --git a/Assets/Scripts/Move/CECHostMove.cs b/Assets/Scripts/Move/CECHostMove.cs index c2757ff1f4..47059f7a4a 100644 --- a/Assets/Scripts/Move/CECHostMove.cs +++ b/Assets/Scripts/Move/CECHostMove.cs @@ -8,47 +8,127 @@ using System.Text; using UnityEngine; using CSNetwork.Protocols; using UnityEngine.LightTransport; +using CSNetwork; public class CECHostMove { - ushort m_wMoveStamp; + ushort m_wMoveStamp; float m_fMoveTime; CECHostPlayer m_pHost; - CECCounter m_CmdTimeCnt; bool m_bStop; const float MOVECMD_INTERVAL = .5f; Vector3 m_vLastSevPos; + STOPMOVE m_DelayedStop; + ulong cmdstopdelayCounter = 500; + ulong cmdmovedelayCounter = 500; + ulong m_dwLastTime; + Vector3 m_vLastPos; + float m_fAverSpeedH; + public CECHostMove(CECHostPlayer pHost) { m_wMoveStamp = 0; m_fMoveTime = 0.0f; m_pHost = pHost; - m_bStop = true; - m_CmdTimeCnt = new CECCounter(); - m_CmdTimeCnt.SetPeriod(MOVECMD_INTERVAL); + m_bStop = false; } - public void Tick(float dwDeltaTime) + + public void Tick(ulong dwDeltaTime) { - m_CmdTimeCnt.IncCounter(dwDeltaTime); + cmdstopdelayCounter += dwDeltaTime; + cmdmovedelayCounter += dwDeltaTime; + if (cmdstopdelayCounter >= 500 && m_DelayedStop.bValid) + { + var m = m_DelayedStop; + + // a_GetTime() -> Environment.TickCount (ms) + ulong dwCurrent = (ulong)Mathf.RoundToInt( Time.time * 1000); + + // iTime: thời gian tích lũy (ms) + delta từ timestamp đến hiện tại + int iTime = (int)((m.fTime * 1000f) + + ((dwCurrent > m.dwTimeStamp) ? (dwCurrent - m.dwTimeStamp) : 0)); + + // tính tốc độ trung bình (giây = iTime * 0.001f) + float fSpeed = l_CalcAverageSpeed(m_vLastSevPos, m.vPos, iTime * 0.001f, m.fSpeed); + + int iMoveMode = m.iMoveMode; + + // make a potential check with tuojigua + iMoveMode |= (int)MoveMode.GP_MOVE_DEAD; + + UnityGameSession.Instance.c2s_SendCmdStopMove( + m.vPos, fSpeed, iMoveMode, m.byDir, m_wMoveStamp++, iTime + ); + + // Record this position + m_vLastSevPos = m.vPos; + + Reset(); + } + + m_dwLastTime = Math.Max(m_dwLastTime, 1); + Vector3 vOffset = m_pHost.transform.position - m_vLastPos; + m_fAverSpeedH = EC_Utility.MagnitudeH(vOffset) * 1000.0f / m_dwLastTime; + m_vLastPos = m_pHost.transform.position; + m_dwLastTime = dwDeltaTime; + } + public void SendStopMoveCmd(in Vector3 vPos, float fSpeed, int iMoveMode) + { + Debug.LogWarning("HoangDev : SendStopMoveCmd"); + iMoveMode |= (int)MoveMode.GP_MOVE_DEAD; + + if (cmdstopdelayCounter == 500) + { + Vector3 vDir = m_pHost.transform.forward; + byte byDir = EC_Utility.glb_CompressDirH(vDir.x, vDir.z); + fSpeed = l_CalcAverageSpeed(m_vLastSevPos, vPos, m_fMoveTime, fSpeed); + int iTime = (int)(m_fMoveTime * 1000); + + UnityGameSession.Instance.c2s_SendCmdStopMove(vPos, fSpeed, iMoveMode, byDir, m_wMoveStamp++, iTime); + + m_vLastSevPos = vPos; + Reset(); + } + else + { + Vector3 vDir = m_pHost.transform.forward; + byte byDir = EC_Utility.glb_CompressDirH(vDir.x, vDir.z); + + if (!m_DelayedStop.bValid) + { + m_DelayedStop.dwTimeStamp = (ulong)Mathf.RoundToInt(Time.time * 1000); + m_DelayedStop.fTime = m_fMoveTime; + } + + m_DelayedStop.bValid = true; + m_DelayedStop.byDir = byDir; + m_DelayedStop.vPos = vPos; + m_DelayedStop.iMoveMode = iMoveMode; + m_DelayedStop.fSpeed = fSpeed; + } + m_fMoveTime = 0.0f; } public void SendMoveCmd(in Vector3 vCurPos, in Vector3 vVel, int iMoveMode, bool bForceSend = false) { Vector3 vMoveDir = vVel; float fSpeed = vMoveDir.magnitude; - SendMoveCmd(vCurPos, fSpeed, iMoveMode, bForceSend); + SendMoveCmd(vCurPos, fSpeed, iMoveMode, bForceSend); } void SendMoveCmd(in Vector3 vCurPos, float fSpeed, int iMoveMode, bool bForceSend) { + Debug.LogWarning($"cmdmovedelayCounter 1 = {cmdmovedelayCounter}"); + if (m_bStop) { + Debug.LogWarning($"cmdmovedelayCounter 2 = {(ulong)m_fMoveTime * 1000}"); // m_CmdTimeCnt.Reset(); - m_CmdTimeCnt.SetCounter((m_fMoveTime * 1000)); + cmdmovedelayCounter = (ulong)( m_fMoveTime * 1000); m_bStop = false; } - - if (!bForceSend && !m_CmdTimeCnt.IsFull()) + Debug.LogWarning($"cmdmovedelayCounter = {cmdmovedelayCounter}"); + if (!bForceSend && cmdmovedelayCounter < 500) return; int iTime = (int)(m_fMoveTime * 1000); @@ -58,42 +138,63 @@ public class CECHostMove if (iTime == 0 || !bForceSend) { // if time is too little, wait again - m_CmdTimeCnt.SetCounter(iTime); + cmdmovedelayCounter = (ulong)(iTime); return; } } + + cmdmovedelayCounter = 0; + m_DelayedStop.bValid = false; + + fSpeed = l_CalcAverageSpeed(m_vLastSevPos, vCurPos, m_fMoveTime, fSpeed); m_fMoveTime = 0.0f; - m_CmdTimeCnt.Reset(); - iMoveMode |= (int)MoveMode.GP_MOVE_DEAD; - // HoangTODO: vCurPos c# unity khác với vCurPos của bên c++ kia - - c2s_CmdPlayerMove(vCurPos, vCurPos, iTime/* MOVECMD_INTERVAL */, fSpeed, iMoveMode, m_wMoveStamp++); + Debug.LogWarning("nityGameSession.Instance.c2s_CmdPlayerMove"); + UnityGameSession.Instance.c2s_CmdPlayerMove(vCurPos, vCurPos, iTime/* MOVECMD_INTERVAL */, fSpeed, iMoveMode, m_wMoveStamp++); m_vLastSevPos = vCurPos; } + + float l_CalcAverageSpeed(in Vector3 p1, in Vector3 p2, float fTime, float fDefSpeed) + { + if (Mathf.Approximately(fTime, 0f)) + return fDefSpeed; + + Vector3 d = p2 - p1; + float fSpeed = d.magnitude / fTime; + + if (fTime < 0.05f || fSpeed > 50.0f) + { + // tương đương ASSERT(0) trong C++, ở đây có thể Debug.LogWarning + Debug.LogWarning("CalcAverageSpeed: invalid input, fallback to default speed."); + return fDefSpeed; + } + + return fSpeed; + } private void Reset() { + cmdstopdelayCounter = 0; m_bStop = true; - } - private void c2s_CmdPlayerMove(in Vector3 vCurPos, in Vector3 vDest, - int iTime, float fSpeed, int iMoveMode, ushort wStamp) - { - gamedatasend gamedatasend = new gamedatasend(); - - Debug.LogWarning("vCurPos " + vCurPos); - gamedatasend.Data = C2SCommandFactory.CreatePlayerMove(ToSysVec3(vCurPos), ToSysVec3(vDest), (ushort)iTime, fSpeed, (byte)iMoveMode, wStamp); - UnityGameSession.SendProtocol(gamedatasend); - Debug.LogWarning("HoangDev : SendProtocolSendProtocolSendProtocol"); + m_DelayedStop.bValid = false; } public void GroundMove(float ftime) { m_fMoveTime += ftime; } - public System.Numerics.Vector3 ToSysVec3(UnityEngine.Vector3 v) - => new System.Numerics.Vector3(v.x, v.y, v.z); + + struct STOPMOVE + { + public bool bValid; // Valid flag + public Vector3 vPos; + public float fSpeed; + public int iMoveMode; + public byte byDir; + public ulong dwTimeStamp; + public float fTime; + }; } public struct CDR_INFO { @@ -127,4 +228,4 @@ public struct CDR_INFO //the moving dist public float fMoveDist; -}; \ No newline at end of file +}; diff --git a/Assets/Scripts/PlayerState/PlayerIdleState.cs b/Assets/Scripts/PlayerState/PlayerIdleState.cs new file mode 100644 index 0000000000..f62768c933 --- /dev/null +++ b/Assets/Scripts/PlayerState/PlayerIdleState.cs @@ -0,0 +1,23 @@ +using UnityEngine; + +public class PlayerIdleState : PlayerState +{ + public PlayerIdleState(CECHostPlayer characterCtrl) : base(characterCtrl) + { + } + + public override void Enter() + { + + } + + public override void Exit() + { + + } + + public override void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerState/PlayerIdleState.cs.meta b/Assets/Scripts/PlayerState/PlayerIdleState.cs.meta new file mode 100644 index 0000000000..7941cfe01f --- /dev/null +++ b/Assets/Scripts/PlayerState/PlayerIdleState.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 89482cfe1c5315b4d833133e919eac40 \ No newline at end of file diff --git a/Assets/Scripts/PlayerState/PlayerMoveState.cs b/Assets/Scripts/PlayerState/PlayerMoveState.cs index d284e874e7..d884b4cce0 100644 --- a/Assets/Scripts/PlayerState/PlayerMoveState.cs +++ b/Assets/Scripts/PlayerState/PlayerMoveState.cs @@ -13,11 +13,12 @@ public class PlayerMoveState : PlayerState public override void Exit() { - + _characterCtrl.StopMovement(); } public override void Update() { _characterCtrl.HandleMovement(); } + }